2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
16 #define PI 3.141592653589793238462643383279502884197169399
18 #define MATMUL(xr,yr,m,x,y) do { \
19 float rx, ry, xx = (x), yy = (y), *mat = (m); \
20 rx = mat[0] * xx + mat[2] * yy; \
21 ry = mat[1] * xx + mat[3] * yy; \
22 (xr) = rx; (yr) = ry; \
25 /* Direction and other bitfields */
32 /* Corner flags go in the barriers array */
38 /* Get tile at given coordinate */
39 #define T(state, x, y) ( (y) * (state)->width + (x) )
41 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
42 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
43 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
44 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
45 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
46 ((n)&3) == 1 ? A(x) : \
47 ((n)&3) == 2 ? F(x) : C(x) )
49 /* X and Y displacements */
50 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
51 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
54 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
55 (((x) & 0x02) >> 1) + ((x) & 0x01) )
58 #define BORDER TILE_SIZE
60 #define WINDOW_OFFSET 0
62 #define ANIM_TIME 0.13F
63 #define FLASH_FRAME 0.07F
82 float barrier_probability
;
85 struct game_aux_info
{
91 int width
, height
, cx
, cy
, wrapping
, completed
;
92 int used_solve
, just_used_solve
;
95 /* position (row or col number, starting at 0) of last move. */
96 int last_move_row
, last_move_col
;
98 /* direction of last move: +1 or -1 */
101 unsigned char *tiles
;
102 unsigned char *barriers
;
105 #define OFFSET(x2,y2,x1,y1,dir,state) \
106 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
107 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
109 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
110 #define tile(state, x, y) index(state, (state)->tiles, x, y)
111 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
117 static int xyd_cmp(void *av
, void *bv
) {
118 struct xyd
*a
= (struct xyd
*)av
;
119 struct xyd
*b
= (struct xyd
*)bv
;
128 if (a
->direction
< b
->direction
)
130 if (a
->direction
> b
->direction
)
135 static struct xyd
*new_xyd(int x
, int y
, int direction
)
137 struct xyd
*xyd
= snew(struct xyd
);
140 xyd
->direction
= direction
;
144 static void slide_col(game_state
*state
, int dir
, int col
);
145 static void slide_col_int(int w
, int h
, unsigned char *tiles
, int dir
, int col
);
146 static void slide_row(game_state
*state
, int dir
, int row
);
147 static void slide_row_int(int w
, int h
, unsigned char *tiles
, int dir
, int row
);
149 /* ----------------------------------------------------------------------
150 * Manage game parameters.
152 static game_params
*default_params(void)
154 game_params
*ret
= snew(game_params
);
158 ret
->wrapping
= FALSE
;
159 ret
->barrier_probability
= 1.0;
164 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
168 static const struct { int x
, y
, wrap
, bprob
; const char* desc
; } values
[] = {
169 {3, 3, FALSE
, 1.0, " easy"},
170 {3, 3, FALSE
, 0.0, " medium"},
171 {3, 3, TRUE
, 0.0, " hard"},
172 {4, 4, FALSE
, 1.0, " easy"},
173 {4, 4, FALSE
, 0.0, " medium"},
174 {4, 4, TRUE
, 0.0, " hard"},
175 {5, 5, FALSE
, 1.0, " easy"},
176 {5, 5, FALSE
, 0.0, " medium"},
177 {5, 5, TRUE
, 0.0, " hard"},
180 if (i
< 0 || i
>= lenof(values
))
183 ret
= snew(game_params
);
184 ret
->width
= values
[i
].x
;
185 ret
->height
= values
[i
].y
;
186 ret
->wrapping
= values
[i
].wrap
;
187 ret
->barrier_probability
= values
[i
].bprob
;
189 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
197 static void free_params(game_params
*params
)
202 static game_params
*dup_params(game_params
*params
)
204 game_params
*ret
= snew(game_params
);
205 *ret
= *params
; /* structure copy */
209 static void decode_params(game_params
*ret
, char const *string
)
211 char const *p
= string
;
213 ret
->wrapping
= FALSE
;
214 ret
->barrier_probability
= 0.0;
216 ret
->width
= atoi(p
);
217 while (*p
&& isdigit(*p
)) p
++;
220 ret
->height
= atoi(p
);
221 while (*p
&& isdigit(*p
)) p
++;
222 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
225 ret
->barrier_probability
= atof(p
+1);
227 ret
->height
= ret
->width
;
231 static char *encode_params(game_params
*params
, int full
)
236 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
237 if (params
->wrapping
)
239 if (full
&& params
->barrier_probability
)
240 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
241 assert(len
< lenof(ret
));
247 static config_item
*game_configure(game_params
*params
)
252 ret
= snewn(5, config_item
);
254 ret
[0].name
= "Width";
255 ret
[0].type
= C_STRING
;
256 sprintf(buf
, "%d", params
->width
);
257 ret
[0].sval
= dupstr(buf
);
260 ret
[1].name
= "Height";
261 ret
[1].type
= C_STRING
;
262 sprintf(buf
, "%d", params
->height
);
263 ret
[1].sval
= dupstr(buf
);
266 ret
[2].name
= "Walls wrap around";
267 ret
[2].type
= C_BOOLEAN
;
269 ret
[2].ival
= params
->wrapping
;
271 ret
[3].name
= "Barrier probability";
272 ret
[3].type
= C_STRING
;
273 sprintf(buf
, "%g", params
->barrier_probability
);
274 ret
[3].sval
= dupstr(buf
);
285 static game_params
*custom_params(config_item
*cfg
)
287 game_params
*ret
= snew(game_params
);
289 ret
->width
= atoi(cfg
[0].sval
);
290 ret
->height
= atoi(cfg
[1].sval
);
291 ret
->wrapping
= cfg
[2].ival
;
292 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
297 static char *validate_params(game_params
*params
)
299 if (params
->width
<= 1 && params
->height
<= 1)
300 return "Width and height must both be greater than one";
301 if (params
->width
<= 1)
302 return "Width must be greater than one";
303 if (params
->height
<= 1)
304 return "Height must be greater than one";
305 if (params
->barrier_probability
< 0)
306 return "Barrier probability may not be negative";
307 if (params
->barrier_probability
> 1)
308 return "Barrier probability may not be greater than 1";
312 /* ----------------------------------------------------------------------
313 * Randomly select a new game description.
316 static char *new_game_desc(game_params
*params
, random_state
*rs
,
319 tree234
*possibilities
, *barriertree
;
320 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
321 unsigned char *tiles
, *barriers
;
327 tiles
= snewn(w
* h
, unsigned char);
328 memset(tiles
, 0, w
* h
);
329 barriers
= snewn(w
* h
, unsigned char);
330 memset(barriers
, 0, w
* h
);
336 * Construct the unshuffled grid.
338 * To do this, we simply start at the centre point, repeatedly
339 * choose a random possibility out of the available ways to
340 * extend a used square into an unused one, and do it. After
341 * extending the third line out of a square, we remove the
342 * fourth from the possibilities list to avoid any full-cross
343 * squares (which would make the game too easy because they
344 * only have one orientation).
346 * The slightly worrying thing is the avoidance of full-cross
347 * squares. Can this cause our unsophisticated construction
348 * algorithm to paint itself into a corner, by getting into a
349 * situation where there are some unreached squares and the
350 * only way to reach any of them is to extend a T-piece into a
353 * Answer: no it can't, and here's a proof.
355 * Any contiguous group of such unreachable squares must be
356 * surrounded on _all_ sides by T-pieces pointing away from the
357 * group. (If not, then there is a square which can be extended
358 * into one of the `unreachable' ones, and so it wasn't
359 * unreachable after all.) In particular, this implies that
360 * each contiguous group of unreachable squares must be
361 * rectangular in shape (any deviation from that yields a
362 * non-T-piece next to an `unreachable' square).
364 * So we have a rectangle of unreachable squares, with T-pieces
365 * forming a solid border around the rectangle. The corners of
366 * that border must be connected (since every tile connects all
367 * the lines arriving in it), and therefore the border must
368 * form a closed loop around the rectangle.
370 * But this can't have happened in the first place, since we
371 * _know_ we've avoided creating closed loops! Hence, no such
372 * situation can ever arise, and the naive grid construction
373 * algorithm will guaranteeably result in a complete grid
374 * containing no unreached squares, no full crosses _and_ no
377 possibilities
= newtree234(xyd_cmp
);
380 add234(possibilities
, new_xyd(cx
, cy
, R
));
382 add234(possibilities
, new_xyd(cx
, cy
, U
));
384 add234(possibilities
, new_xyd(cx
, cy
, L
));
386 add234(possibilities
, new_xyd(cx
, cy
, D
));
388 while (count234(possibilities
) > 0) {
391 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
394 * Extract a randomly chosen possibility from the list.
396 i
= random_upto(rs
, count234(possibilities
));
397 xyd
= delpos234(possibilities
, i
);
403 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
406 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
407 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
411 * Make the connection. (We should be moving to an as yet
414 index(params
, tiles
, x1
, y1
) |= d1
;
415 assert(index(params
, tiles
, x2
, y2
) == 0);
416 index(params
, tiles
, x2
, y2
) |= d2
;
419 * If we have created a T-piece, remove its last
422 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
423 struct xyd xyd1
, *xydp
;
427 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
429 xydp
= find234(possibilities
, &xyd1
, NULL
);
433 printf("T-piece; removing (%d,%d,%c)\n",
434 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
436 del234(possibilities
, xydp
);
442 * Remove all other possibilities that were pointing at the
443 * tile we've just moved into.
445 for (d
= 1; d
< 0x10; d
<<= 1) {
447 struct xyd xyd1
, *xydp
;
449 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
456 xydp
= find234(possibilities
, &xyd1
, NULL
);
460 printf("Loop avoidance; removing (%d,%d,%c)\n",
461 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
463 del234(possibilities
, xydp
);
469 * Add new possibilities to the list for moving _out_ of
470 * the tile we have just moved into.
472 for (d
= 1; d
< 0x10; d
<<= 1) {
476 continue; /* we've got this one already */
478 if (!params
->wrapping
) {
479 if (d
== U
&& y2
== 0)
481 if (d
== D
&& y2
== h
-1)
483 if (d
== L
&& x2
== 0)
485 if (d
== R
&& x2
== w
-1)
489 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
491 if (index(params
, tiles
, x3
, y3
))
492 continue; /* this would create a loop */
495 printf("New frontier; adding (%d,%d,%c)\n",
496 x2
, y2
, "0RU3L567D9abcdef"[d
]);
498 add234(possibilities
, new_xyd(x2
, y2
, d
));
501 /* Having done that, we should have no possibilities remaining. */
502 assert(count234(possibilities
) == 0);
503 freetree234(possibilities
);
506 * Now compute a list of the possible barrier locations.
508 barriertree
= newtree234(xyd_cmp
);
509 for (y
= 0; y
< h
; y
++) {
510 for (x
= 0; x
< w
; x
++) {
512 if (!(index(params
, tiles
, x
, y
) & R
) &&
513 (params
->wrapping
|| x
< w
-1))
514 add234(barriertree
, new_xyd(x
, y
, R
));
515 if (!(index(params
, tiles
, x
, y
) & D
) &&
516 (params
->wrapping
|| y
< h
-1))
517 add234(barriertree
, new_xyd(x
, y
, D
));
522 * Save the unshuffled grid. We do this using a separate
523 * reference-counted structure since it's a large chunk of
524 * memory which we don't want to have to replicate in every
525 * game state while playing.
528 game_aux_info
*solution
;
530 solution
= snew(game_aux_info
);
532 solution
->height
= h
;
533 solution
->tiles
= snewn(w
* h
, unsigned char);
534 memcpy(solution
->tiles
, tiles
, w
* h
);
540 * Now shuffle the grid.
541 * FIXME - this simply does a set of random moves to shuffle the pieces.
542 * A better way would be to number all the pieces, generate a placement
543 * for all the numbers as for "sixteen", observing parity constraints if
544 * neccessary, and then place the pieces according to their numbering.
545 * BUT - I'm not sure if this will work, since we disallow movement of
546 * the middle row and column.
552 for (i
= 0; i
< cols
* rows
* 2; i
++) {
553 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
554 int dir
= random_upto(rs
, 4);
556 int col
= random_upto(rs
, cols
);
557 if (col
>= cx
) col
+= 1;
558 slide_col_int(w
, h
, tiles
, 1 - dir
, col
);
560 int row
= random_upto(rs
, rows
);
561 if (row
>= cy
) row
+= 1;
562 slide_row_int(w
, h
, tiles
, 2 - dir
, row
);
568 * And now choose barrier locations. (We carefully do this
569 * _after_ shuffling, so that changing the barrier rate in the
570 * params while keeping the random seed the same will give the
571 * same shuffled grid and _only_ change the barrier locations.
572 * Also the way we choose barrier locations, by repeatedly
573 * choosing one possibility from the list until we have enough,
574 * is designed to ensure that raising the barrier rate while
575 * keeping the seed the same will provide a superset of the
576 * previous barrier set - i.e. if you ask for 10 barriers, and
577 * then decide that's still too hard and ask for 20, you'll get
578 * the original 10 plus 10 more, rather than getting 20 new
579 * ones and the chance of remembering your first 10.)
581 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
582 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
584 while (nbarriers
> 0) {
587 int x1
, y1
, d1
, x2
, y2
, d2
;
590 * Extract a randomly chosen barrier from the list.
592 i
= random_upto(rs
, count234(barriertree
));
593 xyd
= delpos234(barriertree
, i
);
602 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
605 index(params
, barriers
, x1
, y1
) |= d1
;
606 index(params
, barriers
, x2
, y2
) |= d2
;
612 * Clean up the rest of the barrier list.
617 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
620 freetree234(barriertree
);
624 * Finally, encode the grid into a string game description.
626 * My syntax is extremely simple: each square is encoded as a
627 * hex digit in which bit 0 means a connection on the right,
628 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
629 * encoding as used internally). Each digit is followed by
630 * optional barrier indicators: `v' means a vertical barrier to
631 * the right of it, and `h' means a horizontal barrier below
634 desc
= snewn(w
* h
* 3 + 1, char);
636 for (y
= 0; y
< h
; y
++) {
637 for (x
= 0; x
< w
; x
++) {
638 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
639 if ((params
->wrapping
|| x
< w
-1) &&
640 (index(params
, barriers
, x
, y
) & R
))
642 if ((params
->wrapping
|| y
< h
-1) &&
643 (index(params
, barriers
, x
, y
) & D
))
647 assert(p
- desc
<= w
*h
*3);
656 static void game_free_aux_info(game_aux_info
*aux
)
662 static char *validate_desc(game_params
*params
, char *desc
)
664 int w
= params
->width
, h
= params
->height
;
667 for (i
= 0; i
< w
*h
; i
++) {
668 if (*desc
>= '0' && *desc
<= '9')
670 else if (*desc
>= 'a' && *desc
<= 'f')
672 else if (*desc
>= 'A' && *desc
<= 'F')
675 return "Game description shorter than expected";
677 return "Game description contained unexpected character";
679 while (*desc
== 'h' || *desc
== 'v')
683 return "Game description longer than expected";
688 /* ----------------------------------------------------------------------
689 * Construct an initial game state, given a description and parameters.
692 static game_state
*new_game(game_params
*params
, char *desc
)
697 assert(params
->width
> 0 && params
->height
> 0);
698 assert(params
->width
> 1 || params
->height
> 1);
701 * Create a blank game state.
703 state
= snew(game_state
);
704 w
= state
->width
= params
->width
;
705 h
= state
->height
= params
->height
;
706 state
->cx
= state
->width
/ 2;
707 state
->cy
= state
->height
/ 2;
708 state
->wrapping
= params
->wrapping
;
709 state
->completed
= 0;
710 state
->used_solve
= state
->just_used_solve
= FALSE
;
711 state
->move_count
= 0;
712 state
->last_move_row
= -1;
713 state
->last_move_col
= -1;
714 state
->last_move_dir
= 0;
715 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
716 memset(state
->tiles
, 0, state
->width
* state
->height
);
717 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
718 memset(state
->barriers
, 0, state
->width
* state
->height
);
722 * Parse the game description into the grid.
724 for (y
= 0; y
< h
; y
++) {
725 for (x
= 0; x
< w
; x
++) {
726 if (*desc
>= '0' && *desc
<= '9')
727 tile(state
, x
, y
) = *desc
- '0';
728 else if (*desc
>= 'a' && *desc
<= 'f')
729 tile(state
, x
, y
) = *desc
- 'a' + 10;
730 else if (*desc
>= 'A' && *desc
<= 'F')
731 tile(state
, x
, y
) = *desc
- 'A' + 10;
734 while (*desc
== 'h' || *desc
== 'v') {
741 OFFSET(x2
, y2
, x
, y
, d1
, state
);
744 barrier(state
, x
, y
) |= d1
;
745 barrier(state
, x2
, y2
) |= d2
;
753 * Set up border barriers if this is a non-wrapping game.
755 if (!state
->wrapping
) {
756 for (x
= 0; x
< state
->width
; x
++) {
757 barrier(state
, x
, 0) |= U
;
758 barrier(state
, x
, state
->height
-1) |= D
;
760 for (y
= 0; y
< state
->height
; y
++) {
761 barrier(state
, 0, y
) |= L
;
762 barrier(state
, state
->width
-1, y
) |= R
;
767 * Set up the barrier corner flags, for drawing barriers
768 * prettily when they meet.
770 for (y
= 0; y
< state
->height
; y
++) {
771 for (x
= 0; x
< state
->width
; x
++) {
774 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
776 int x1
, y1
, x2
, y2
, x3
, y3
;
779 if (!(barrier(state
, x
, y
) & dir
))
782 if (barrier(state
, x
, y
) & dir2
)
785 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
786 if (x1
>= 0 && x1
< state
->width
&&
787 y1
>= 0 && y1
< state
->height
&&
788 (barrier(state
, x1
, y1
) & dir2
))
791 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
792 if (x2
>= 0 && x2
< state
->width
&&
793 y2
>= 0 && y2
< state
->height
&&
794 (barrier(state
, x2
, y2
) & dir
))
798 barrier(state
, x
, y
) |= (dir
<< 4);
799 if (x1
>= 0 && x1
< state
->width
&&
800 y1
>= 0 && y1
< state
->height
)
801 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
802 if (x2
>= 0 && x2
< state
->width
&&
803 y2
>= 0 && y2
< state
->height
)
804 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
805 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
806 if (x3
>= 0 && x3
< state
->width
&&
807 y3
>= 0 && y3
< state
->height
)
808 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
817 static game_state
*dup_game(game_state
*state
)
821 ret
= snew(game_state
);
822 ret
->width
= state
->width
;
823 ret
->height
= state
->height
;
826 ret
->wrapping
= state
->wrapping
;
827 ret
->completed
= state
->completed
;
828 ret
->used_solve
= state
->used_solve
;
829 ret
->just_used_solve
= state
->just_used_solve
;
830 ret
->move_count
= state
->move_count
;
831 ret
->last_move_row
= state
->last_move_row
;
832 ret
->last_move_col
= state
->last_move_col
;
833 ret
->last_move_dir
= state
->last_move_dir
;
834 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
835 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
836 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
837 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
842 static void free_game(game_state
*state
)
845 sfree(state
->barriers
);
849 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
855 *error
= "Solution not known for this puzzle";
859 assert(aux
->width
== state
->width
);
860 assert(aux
->height
== state
->height
);
861 ret
= dup_game(state
);
862 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
863 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
864 ret
->completed
= ret
->move_count
= 1;
869 static char *game_text_format(game_state
*state
)
874 /* ----------------------------------------------------------------------
879 * Compute which squares are reachable from the centre square, as a
880 * quick visual aid to determining how close the game is to
881 * completion. This is also a simple way to tell if the game _is_
882 * completed - just call this function and see whether every square
885 * squares in the moving_row and moving_col are always inactive - this
886 * is so that "current" doesn't appear to jump across moving lines.
888 static unsigned char *compute_active(game_state
*state
,
889 int moving_row
, int moving_col
)
891 unsigned char *active
;
895 active
= snewn(state
->width
* state
->height
, unsigned char);
896 memset(active
, 0, state
->width
* state
->height
);
899 * We only store (x,y) pairs in todo, but it's easier to reuse
900 * xyd_cmp and just store direction 0 every time.
902 todo
= newtree234(xyd_cmp
);
903 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
904 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
906 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
907 int x1
, y1
, d1
, x2
, y2
, d2
;
913 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
914 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
918 * If the next tile in this direction is connected to
919 * us, and there isn't a barrier in the way, and it
920 * isn't already marked active, then mark it active and
921 * add it to the to-examine list.
923 if ((x2
!= moving_col
&& y2
!= moving_row
) &&
924 (tile(state
, x1
, y1
) & d1
) &&
925 (tile(state
, x2
, y2
) & d2
) &&
926 !(barrier(state
, x1
, y1
) & d1
) &&
927 !index(state
, active
, x2
, y2
)) {
928 index(state
, active
, x2
, y2
) = ACTIVE
;
929 add234(todo
, new_xyd(x2
, y2
, 0));
933 /* Now we expect the todo list to have shrunk to zero size. */
934 assert(count234(todo
) == 0);
945 static game_ui
*new_ui(game_state
*state
)
947 game_ui
*ui
= snew(game_ui
);
948 ui
->cur_x
= state
->width
/ 2;
949 ui
->cur_y
= state
->height
/ 2;
950 ui
->cur_visible
= FALSE
;
955 static void free_ui(game_ui
*ui
)
960 /* ----------------------------------------------------------------------
964 static void slide_row_int(int w
, int h
, unsigned char *tiles
, int dir
, int row
)
966 int x
= dir
> 0 ?
-1 : w
;
969 unsigned char endtile
= tiles
[row
* w
+ tx
];
972 tx
= (x
+ dir
+ w
) % w
;
973 tiles
[row
* w
+ x
] = tiles
[row
* w
+ tx
];
975 tiles
[row
* w
+ tx
] = endtile
;
978 static void slide_col_int(int w
, int h
, unsigned char *tiles
, int dir
, int col
)
980 int y
= dir
> 0 ?
-1 : h
;
983 unsigned char endtile
= tiles
[ty
* w
+ col
];
986 ty
= (y
+ dir
+ h
) % h
;
987 tiles
[y
* w
+ col
] = tiles
[ty
* w
+ col
];
989 tiles
[ty
* w
+ col
] = endtile
;
992 static void slide_row(game_state
*state
, int dir
, int row
)
994 slide_row_int(state
->width
, state
->height
, state
->tiles
, dir
, row
);
997 static void slide_col(game_state
*state
, int dir
, int col
)
999 slide_col_int(state
->width
, state
->height
, state
->tiles
, dir
, col
);
1002 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1003 int x
, int y
, int button
)
1009 if (button
!= LEFT_BUTTON
&& button
!= RIGHT_BUTTON
)
1012 cx
= (x
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
1013 cy
= (y
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
1015 if (cy
>= 0 && cy
< state
->height
&& cy
!= state
->cy
)
1017 if (cx
== -1) dx
= +1;
1018 else if (cx
== state
->width
) dx
= -1;
1023 else if (cx
>= 0 && cx
< state
->width
&& cx
!= state
->cx
)
1025 if (cy
== -1) dy
= +1;
1026 else if (cy
== state
->height
) dy
= -1;
1034 /* reverse direction if right hand button is pressed */
1035 if (button
== RIGHT_BUTTON
)
1041 ret
= dup_game(state
);
1042 ret
->just_used_solve
= FALSE
;
1044 if (dx
== 0) slide_col(ret
, dy
, cx
);
1045 else slide_row(ret
, dx
, cy
);
1048 ret
->last_move_row
= dx ? cy
: -1;
1049 ret
->last_move_col
= dx ?
-1 : cx
;
1050 ret
->last_move_dir
= dx
+ dy
;
1053 * See if the game has been completed.
1055 if (!ret
->completed
) {
1056 unsigned char *active
= compute_active(ret
, -1, -1);
1058 int complete
= TRUE
;
1060 for (x1
= 0; x1
< ret
->width
; x1
++)
1061 for (y1
= 0; y1
< ret
->height
; y1
++)
1062 if (!index(ret
, active
, x1
, y1
)) {
1064 goto break_label
; /* break out of two loops at once */
1071 ret
->completed
= ret
->move_count
;
1077 /* ----------------------------------------------------------------------
1078 * Routines for drawing the game position on the screen.
1081 struct game_drawstate
{
1084 unsigned char *visible
;
1087 static game_drawstate
*game_new_drawstate(game_state
*state
)
1089 game_drawstate
*ds
= snew(game_drawstate
);
1091 ds
->started
= FALSE
;
1092 ds
->width
= state
->width
;
1093 ds
->height
= state
->height
;
1094 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1095 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1100 static void game_free_drawstate(game_drawstate
*ds
)
1106 static void game_size(game_params
*params
, int *x
, int *y
)
1108 *x
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
1109 *y
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
1112 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1116 ret
= snewn(NCOLOURS
* 3, float);
1117 *ncolours
= NCOLOURS
;
1120 * Basic background colour is whatever the front end thinks is
1121 * a sensible default.
1123 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1128 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
1129 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
1130 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1133 * Powered wires and powered endpoints are cyan.
1135 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1136 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1137 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1142 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1143 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1144 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1147 * Unpowered endpoints are blue.
1149 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1150 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1151 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1154 * Tile borders are a darker grey than the background.
1156 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1157 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1158 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1161 * Flashing tiles are a grey in between those two.
1163 ret
[COL_FLASHING
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1164 ret
[COL_FLASHING
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1165 ret
[COL_FLASHING
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1167 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
1168 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
1169 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
1170 ret
[COL_TEXT
* 3 + 0] = 0.0;
1171 ret
[COL_TEXT
* 3 + 1] = 0.0;
1172 ret
[COL_TEXT
* 3 + 2] = 0.0;
1177 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1180 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1181 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1182 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1183 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1184 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1187 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1190 int mx
= (x1
< x2 ? x1
: x2
);
1191 int my
= (y1
< y2 ? y1
: y2
);
1192 int dx
= (x2
+ x1
- 2*mx
+ 1);
1193 int dy
= (y2
+ y1
- 2*my
+ 1);
1195 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1198 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1200 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1201 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1202 int x1
, y1
, dx
, dy
, dir2
;
1207 dx
= X(dir
) + X(dir2
);
1208 dy
= Y(dir
) + Y(dir2
);
1209 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1210 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1213 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1214 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1216 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1217 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1220 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1221 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1226 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1228 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1229 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1232 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1233 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1234 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1235 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1238 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1240 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1244 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1245 float xshift
, float yshift
)
1247 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
+ (xshift
* TILE_SIZE
);
1248 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
+ (yshift
* TILE_SIZE
);
1249 float cx
, cy
, ex
, ey
;
1253 * When we draw a single tile, we must draw everything up to
1254 * and including the borders around the tile. This means that
1255 * if the neighbouring tiles have connections to those borders,
1256 * we must draw those connections on the borders themselves.
1258 * This would be terribly fiddly if we ever had to draw a tile
1259 * while its neighbour was in mid-rotate, because we'd have to
1260 * arrange to _know_ that the neighbour was being rotated and
1261 * hence had an anomalous effect on the redraw of this tile.
1262 * Fortunately, the drawing algorithm avoids ever calling us in
1263 * this circumstance: we're either drawing lots of straight
1264 * tiles at game start or after a move is complete, or we're
1265 * repeatedly drawing only the rotating tile. So no problem.
1269 * So. First blank the tile out completely: draw a big
1270 * rectangle in border colour, and a smaller rectangle in
1271 * background colour to fill it in.
1273 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1275 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1276 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1277 tile
& FLASHING ? COL_FLASHING
: COL_BACKGROUND
);
1282 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1283 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1284 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1286 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1287 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1288 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1289 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
),
1293 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1295 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1296 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1297 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1298 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
), col
);
1303 * Draw the box in the middle. We do this in blue if the tile
1304 * is an unpowered endpoint, in cyan if the tile is a powered
1305 * endpoint, in black if the tile is the centrepiece, and
1306 * otherwise not at all.
1309 if (x
== state
->cx
&& y
== state
->cy
)
1311 else if (COUNT(tile
) == 1) {
1312 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1317 points
[0] = +1; points
[1] = +1;
1318 points
[2] = +1; points
[3] = -1;
1319 points
[4] = -1; points
[5] = -1;
1320 points
[6] = -1; points
[7] = +1;
1322 for (i
= 0; i
< 8; i
+= 2) {
1323 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1324 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1325 points
[i
] = bx
+(int)(cx
+ex
);
1326 points
[i
+1] = by
+(int)(cy
+ey
);
1329 draw_polygon(fe
, points
, 4, TRUE
, col
);
1330 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1334 * Draw the points on the border if other tiles are connected
1337 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1338 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1346 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1349 if (!(tile(state
, ox
, oy
) & F(dir
)))
1352 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1353 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1354 lx
= dx
* (TILE_BORDER
-1);
1355 ly
= dy
* (TILE_BORDER
-1);
1359 if (xshift
== 0.0 && yshift
== 0.0 && (tile
& dir
)) {
1361 * If we are fully connected to the other tile, we must
1362 * draw right across the tile border. (We can use our
1363 * own ACTIVE state to determine what colour to do this
1364 * in: if we are fully connected to the other tile then
1365 * the two ACTIVE states will be the same.)
1367 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1368 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1369 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1372 * The other tile extends into our border, but isn't
1373 * actually connected to us. Just draw a single black
1376 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1380 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1383 static void draw_tile_barriers(frontend
*fe
, game_state
*state
, int x
, int y
)
1387 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1388 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1390 * Draw barrier corners, and then barriers.
1392 for (phase
= 0; phase
< 2; phase
++) {
1393 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1394 if (barrier(state
, x
, y
) & (dir
<< 4))
1395 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1396 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1397 if (barrier(state
, x
, y
) & dir
)
1398 draw_barrier(fe
, x
, y
, dir
, phase
);
1401 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1404 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
1407 int ydy
= -xdx
, ydx
= xdy
;
1409 x
= x
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1410 y
= y
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1412 #define POINT(n, xx, yy) ( \
1413 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1414 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1416 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
1417 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
1418 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
1419 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
1420 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
1421 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
1422 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
1424 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
1425 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
1428 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1429 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
1431 int x
, y
, tx
, ty
, frame
;
1432 unsigned char *active
;
1437 * Clear the screen and draw the exterior barrier lines if this
1438 * is our first call.
1446 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1447 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1449 draw_update(fe
, 0, 0,
1450 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1451 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1453 for (phase
= 0; phase
< 2; phase
++) {
1455 for (x
= 0; x
< ds
->width
; x
++) {
1456 if (barrier(state
, x
, 0) & UL
)
1457 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1458 if (barrier(state
, x
, 0) & RU
)
1459 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1460 if (barrier(state
, x
, 0) & U
)
1461 draw_barrier(fe
, x
, -1, D
, phase
);
1462 if (barrier(state
, x
, ds
->height
-1) & DR
)
1463 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1464 if (barrier(state
, x
, ds
->height
-1) & LD
)
1465 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1466 if (barrier(state
, x
, ds
->height
-1) & D
)
1467 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1470 for (y
= 0; y
< ds
->height
; y
++) {
1471 if (barrier(state
, 0, y
) & UL
)
1472 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1473 if (barrier(state
, 0, y
) & LD
)
1474 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1475 if (barrier(state
, 0, y
) & L
)
1476 draw_barrier(fe
, -1, y
, R
, phase
);
1477 if (barrier(state
, ds
->width
-1, y
) & RU
)
1478 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1479 if (barrier(state
, ds
->width
-1, y
) & DR
)
1480 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1481 if (barrier(state
, ds
->width
-1, y
) & R
)
1482 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1487 * Arrows for making moves.
1489 for (x
= 0; x
< ds
->width
; x
++) {
1490 if (x
== state
->cx
) continue;
1491 draw_arrow(fe
, x
, 0, +1, 0);
1492 draw_arrow(fe
, x
+1, ds
->height
, -1, 0);
1494 for (y
= 0; y
< ds
->height
; y
++) {
1495 if (y
== state
->cy
) continue;
1496 draw_arrow(fe
, ds
->width
, y
, 0, +1);
1497 draw_arrow(fe
, 0, y
+1, 0, -1);
1501 /* Check if this is an undo. If so, we will need to run any animation
1504 if (oldstate
&& oldstate
->move_count
> state
->move_count
) {
1505 game_state
* tmpstate
= state
;
1507 oldstate
= tmpstate
;
1512 if (oldstate
&& (t
< ANIM_TIME
)) {
1514 * We're animating a slide, of row/column number
1515 * state->last_move_pos, in direction
1516 * state->last_move_dir
1518 xshift
= state
->last_move_row
== -1 ?
0.0 :
1519 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1520 yshift
= state
->last_move_col
== -1 ?
0.0 :
1521 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1527 * We're animating a completion flash. Find which frame
1530 frame
= (int)(ft
/ FLASH_FRAME
);
1534 * Draw any tile which differs from the way it was last drawn.
1536 if (xshift
!= 0.0 || yshift
!= 0.0) {
1537 active
= compute_active(state
,
1538 state
->last_move_row
, state
->last_move_col
);
1540 active
= compute_active(state
, -1, -1);
1544 BORDER
+ WINDOW_OFFSET
, BORDER
+ WINDOW_OFFSET
,
1545 TILE_SIZE
* state
->width
+ TILE_BORDER
,
1546 TILE_SIZE
* state
->height
+ TILE_BORDER
);
1548 for (x
= 0; x
< ds
->width
; x
++)
1549 for (y
= 0; y
< ds
->height
; y
++) {
1550 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1553 * In a completion flash, we adjust the FLASHING bit
1554 * depending on our distance from the centre point and
1558 int xdist
, ydist
, dist
;
1559 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1560 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1561 dist
= (xdist
> ydist ? xdist
: ydist
);
1563 if (frame
>= dist
&& frame
< dist
+4) {
1564 int flash
= (frame
- dist
) & 1;
1565 flash
= flash ? FLASHING
: 0;
1566 c
= (c
&~ FLASHING
) | flash
;
1570 if (index(state
, ds
->visible
, x
, y
) != c
||
1571 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1572 (x
== state
->last_move_col
|| y
== state
->last_move_row
))
1574 float xs
= (y
== state
->last_move_row ? xshift
: 0.0);
1575 float ys
= (x
== state
->last_move_col ? yshift
: 0.0);
1577 draw_tile(fe
, state
, x
, y
, c
, xs
, ys
);
1578 if (xs
< 0 && x
== 0)
1579 draw_tile(fe
, state
, state
->width
, y
, c
, xs
, ys
);
1580 else if (xs
> 0 && x
== state
->width
- 1)
1581 draw_tile(fe
, state
, -1, y
, c
, xs
, ys
);
1582 else if (ys
< 0 && y
== 0)
1583 draw_tile(fe
, state
, x
, state
->height
, c
, xs
, ys
);
1584 else if (ys
> 0 && y
== state
->height
- 1)
1585 draw_tile(fe
, state
, x
, -1, c
, xs
, ys
);
1587 if (x
== state
->last_move_col
|| y
== state
->last_move_row
)
1588 index(state
, ds
->visible
, x
, y
) = 0xFF;
1590 index(state
, ds
->visible
, x
, y
) = c
;
1594 for (x
= 0; x
< ds
->width
; x
++)
1595 for (y
= 0; y
< ds
->height
; y
++)
1596 draw_tile_barriers(fe
, state
, x
, y
);
1601 * Update the status bar.
1604 char statusbuf
[256];
1607 n
= state
->width
* state
->height
;
1608 for (i
= a
= 0; i
< n
; i
++)
1612 if (state
->used_solve
)
1613 sprintf(statusbuf
, "Moves since auto-solve: %d",
1614 state
->move_count
- state
->completed
);
1616 sprintf(statusbuf
, "%sMoves: %d",
1617 (state
->completed ?
"COMPLETED! " : ""),
1618 (state
->completed ? state
->completed
: state
->move_count
));
1620 sprintf(statusbuf
+ strlen(statusbuf
), " Active: %d/%d", a
, n
);
1622 status_bar(fe
, statusbuf
);
1628 static float game_anim_length(game_state
*oldstate
,
1629 game_state
*newstate
, int dir
)
1632 * Don't animate an auto-solve move.
1634 if ((dir
> 0 && newstate
->just_used_solve
) ||
1635 (dir
< 0 && oldstate
->just_used_solve
))
1641 static float game_flash_length(game_state
*oldstate
,
1642 game_state
*newstate
, int dir
)
1645 * If the game has just been completed, we display a completion
1648 if (!oldstate
->completed
&& newstate
->completed
&&
1649 !oldstate
->used_solve
&& !newstate
->used_solve
) {
1652 if (size
< newstate
->cx
+1)
1653 size
= newstate
->cx
+1;
1654 if (size
< newstate
->cy
+1)
1655 size
= newstate
->cy
+1;
1656 if (size
< newstate
->width
- newstate
->cx
)
1657 size
= newstate
->width
- newstate
->cx
;
1658 if (size
< newstate
->height
- newstate
->cy
)
1659 size
= newstate
->height
- newstate
->cy
;
1660 return FLASH_FRAME
* (size
+4);
1666 static int game_wants_statusbar(void)
1672 #define thegame netslide
1675 const struct game thegame
= {
1676 "Netslide", "games.netslide",
1683 TRUE
, game_configure
, custom_params
,
1692 FALSE
, game_text_format
,
1699 game_free_drawstate
,
1703 game_wants_statusbar
,