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
;
86 int width
, height
, cx
, cy
, wrapping
, completed
;
89 /* position (row or col number, starting at 0) of last move. */
90 int last_move_row
, last_move_col
;
92 /* direction of last move: +1 or -1 */
96 unsigned char *barriers
;
99 #define OFFSET(x2,y2,x1,y1,dir,state) \
100 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
101 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
103 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
104 #define tile(state, x, y) index(state, (state)->tiles, x, y)
105 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
111 static int xyd_cmp(void *av
, void *bv
) {
112 struct xyd
*a
= (struct xyd
*)av
;
113 struct xyd
*b
= (struct xyd
*)bv
;
122 if (a
->direction
< b
->direction
)
124 if (a
->direction
> b
->direction
)
129 static struct xyd
*new_xyd(int x
, int y
, int direction
)
131 struct xyd
*xyd
= snew(struct xyd
);
134 xyd
->direction
= direction
;
138 static void slide_col(game_state
*state
, int dir
, int col
);
139 static void slide_row(game_state
*state
, int dir
, int row
);
141 /* ----------------------------------------------------------------------
142 * Manage game parameters.
144 static game_params
*default_params(void)
146 game_params
*ret
= snew(game_params
);
150 ret
->wrapping
= FALSE
;
151 ret
->barrier_probability
= 1.0;
156 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
160 static const struct { int x
, y
, wrap
, bprob
; const char* desc
; } values
[] = {
161 {3, 3, FALSE
, 1.0, " easy"},
162 {3, 3, FALSE
, 0.0, " medium"},
163 {3, 3, TRUE
, 0.0, " hard"},
164 {4, 4, FALSE
, 1.0, " easy"},
165 {4, 4, FALSE
, 0.0, " medium"},
166 {4, 4, TRUE
, 0.0, " hard"},
167 {5, 5, FALSE
, 1.0, " easy"},
168 {5, 5, FALSE
, 0.0, " medium"},
169 {5, 5, TRUE
, 0.0, " hard"},
172 if (i
< 0 || i
>= lenof(values
))
175 ret
= snew(game_params
);
176 ret
->width
= values
[i
].x
;
177 ret
->height
= values
[i
].y
;
178 ret
->wrapping
= values
[i
].wrap
;
179 ret
->barrier_probability
= values
[i
].bprob
;
181 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
189 static void free_params(game_params
*params
)
194 static game_params
*dup_params(game_params
*params
)
196 game_params
*ret
= snew(game_params
);
197 *ret
= *params
; /* structure copy */
201 static game_params
*decode_params(char const *string
)
203 game_params
*ret
= default_params();
204 char const *p
= string
;
206 ret
->wrapping
= FALSE
;
207 ret
->barrier_probability
= 0.0;
209 ret
->width
= atoi(p
);
210 while (*p
&& isdigit(*p
)) p
++;
213 ret
->height
= atoi(p
);
214 while (*p
&& isdigit(*p
)) p
++;
215 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
218 ret
->barrier_probability
= atof(p
+1);
220 ret
->height
= ret
->width
;
226 static char *encode_params(game_params
*params
)
231 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
232 if (params
->wrapping
)
234 if (params
->barrier_probability
)
235 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
236 assert(len
< lenof(ret
));
242 static config_item
*game_configure(game_params
*params
)
247 ret
= snewn(5, config_item
);
249 ret
[0].name
= "Width";
250 ret
[0].type
= C_STRING
;
251 sprintf(buf
, "%d", params
->width
);
252 ret
[0].sval
= dupstr(buf
);
255 ret
[1].name
= "Height";
256 ret
[1].type
= C_STRING
;
257 sprintf(buf
, "%d", params
->height
);
258 ret
[1].sval
= dupstr(buf
);
261 ret
[2].name
= "Walls wrap around";
262 ret
[2].type
= C_BOOLEAN
;
264 ret
[2].ival
= params
->wrapping
;
266 ret
[3].name
= "Barrier probability";
267 ret
[3].type
= C_STRING
;
268 sprintf(buf
, "%g", params
->barrier_probability
);
269 ret
[3].sval
= dupstr(buf
);
280 static game_params
*custom_params(config_item
*cfg
)
282 game_params
*ret
= snew(game_params
);
284 ret
->width
= atoi(cfg
[0].sval
);
285 ret
->height
= atoi(cfg
[1].sval
);
286 ret
->wrapping
= cfg
[2].ival
;
287 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
292 static char *validate_params(game_params
*params
)
294 if (params
->width
<= 1 && params
->height
<= 1)
295 return "Width and height must both be greater than one";
296 if (params
->width
<= 1)
297 return "Width must be greater than one";
298 if (params
->height
<= 1)
299 return "Height must be greater than one";
300 if (params
->barrier_probability
< 0)
301 return "Barrier probability may not be negative";
302 if (params
->barrier_probability
> 1)
303 return "Barrier probability may not be greater than 1";
307 /* ----------------------------------------------------------------------
308 * Randomly select a new game seed.
311 static char *new_game_seed(game_params
*params
, random_state
*rs
,
315 * The full description of a Net game is far too large to
316 * encode directly in the seed, so by default we'll have to go
317 * for the simple approach of providing a random-number seed.
319 * (This does not restrict me from _later on_ inventing a seed
320 * string syntax which can never be generated by this code -
321 * for example, strings beginning with a letter - allowing me
322 * to type in a precise game, and have new_game detect it and
323 * understand it and do something completely different.)
326 sprintf(buf
, "%lu", random_bits(rs
, 32));
330 void game_free_aux_info(game_aux_info
*aux
)
332 assert(!"Shouldn't happen");
335 static char *validate_seed(game_params
*params
, char *seed
)
338 * Since any string at all will suffice to seed the RNG, there
339 * is no validation required.
344 /* ----------------------------------------------------------------------
345 * Construct an initial game state, given a seed and parameters.
348 static game_state
*new_game(game_params
*params
, char *seed
)
352 tree234
*possibilities
, *barriers
;
353 int w
, h
, x
, y
, nbarriers
;
355 assert(params
->width
> 0 && params
->height
> 0);
356 assert(params
->width
> 1 || params
->height
> 1);
359 * Create a blank game state.
361 state
= snew(game_state
);
362 w
= state
->width
= params
->width
;
363 h
= state
->height
= params
->height
;
364 state
->cx
= state
->width
/ 2;
365 state
->cy
= state
->height
/ 2;
366 state
->wrapping
= params
->wrapping
;
367 state
->completed
= 0;
368 state
->move_count
= 0;
369 state
->last_move_row
= -1;
370 state
->last_move_col
= -1;
371 state
->last_move_dir
= 0;
372 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
373 memset(state
->tiles
, 0, state
->width
* state
->height
);
374 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
375 memset(state
->barriers
, 0, state
->width
* state
->height
);
378 * Set up border barriers if this is a non-wrapping game.
380 if (!state
->wrapping
) {
381 for (x
= 0; x
< state
->width
; x
++) {
382 barrier(state
, x
, 0) |= U
;
383 barrier(state
, x
, state
->height
-1) |= D
;
385 for (y
= 0; y
< state
->height
; y
++) {
386 barrier(state
, 0, y
) |= L
;
387 barrier(state
, state
->width
-1, y
) |= R
;
392 * Seed the internal random number generator.
394 rs
= random_init(seed
, strlen(seed
));
397 * Construct the unshuffled grid.
399 * To do this, we simply start at the centre point, repeatedly
400 * choose a random possibility out of the available ways to
401 * extend a used square into an unused one, and do it. After
402 * extending the third line out of a square, we remove the
403 * fourth from the possibilities list to avoid any full-cross
404 * squares (which would make the game too easy because they
405 * only have one orientation).
407 * The slightly worrying thing is the avoidance of full-cross
408 * squares. Can this cause our unsophisticated construction
409 * algorithm to paint itself into a corner, by getting into a
410 * situation where there are some unreached squares and the
411 * only way to reach any of them is to extend a T-piece into a
414 * Answer: no it can't, and here's a proof.
416 * Any contiguous group of such unreachable squares must be
417 * surrounded on _all_ sides by T-pieces pointing away from the
418 * group. (If not, then there is a square which can be extended
419 * into one of the `unreachable' ones, and so it wasn't
420 * unreachable after all.) In particular, this implies that
421 * each contiguous group of unreachable squares must be
422 * rectangular in shape (any deviation from that yields a
423 * non-T-piece next to an `unreachable' square).
425 * So we have a rectangle of unreachable squares, with T-pieces
426 * forming a solid border around the rectangle. The corners of
427 * that border must be connected (since every tile connects all
428 * the lines arriving in it), and therefore the border must
429 * form a closed loop around the rectangle.
431 * But this can't have happened in the first place, since we
432 * _know_ we've avoided creating closed loops! Hence, no such
433 * situation can ever arise, and the naive grid construction
434 * algorithm will guaranteeably result in a complete grid
435 * containing no unreached squares, no full crosses _and_ no
438 possibilities
= newtree234(xyd_cmp
);
440 if (state
->cx
+1 < state
->width
)
441 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
442 if (state
->cy
-1 >= 0)
443 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
444 if (state
->cx
-1 >= 0)
445 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
446 if (state
->cy
+1 < state
->height
)
447 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
449 while (count234(possibilities
) > 0) {
452 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
455 * Extract a randomly chosen possibility from the list.
457 i
= random_upto(rs
, count234(possibilities
));
458 xyd
= delpos234(possibilities
, i
);
464 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
467 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
468 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
472 * Make the connection. (We should be moving to an as yet
475 tile(state
, x1
, y1
) |= d1
;
476 assert(tile(state
, x2
, y2
) == 0);
477 tile(state
, x2
, y2
) |= d2
;
480 * If we have created a T-piece, remove its last
483 if (COUNT(tile(state
, x1
, y1
)) == 3) {
484 struct xyd xyd1
, *xydp
;
488 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
490 xydp
= find234(possibilities
, &xyd1
, NULL
);
494 printf("T-piece; removing (%d,%d,%c)\n",
495 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
497 del234(possibilities
, xydp
);
503 * Remove all other possibilities that were pointing at the
504 * tile we've just moved into.
506 for (d
= 1; d
< 0x10; d
<<= 1) {
508 struct xyd xyd1
, *xydp
;
510 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
517 xydp
= find234(possibilities
, &xyd1
, NULL
);
521 printf("Loop avoidance; removing (%d,%d,%c)\n",
522 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
524 del234(possibilities
, xydp
);
530 * Add new possibilities to the list for moving _out_ of
531 * the tile we have just moved into.
533 for (d
= 1; d
< 0x10; d
<<= 1) {
537 continue; /* we've got this one already */
539 if (!state
->wrapping
) {
540 if (d
== U
&& y2
== 0)
542 if (d
== D
&& y2
== state
->height
-1)
544 if (d
== L
&& x2
== 0)
546 if (d
== R
&& x2
== state
->width
-1)
550 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
552 if (tile(state
, x3
, y3
))
553 continue; /* this would create a loop */
556 printf("New frontier; adding (%d,%d,%c)\n",
557 x2
, y2
, "0RU3L567D9abcdef"[d
]);
559 add234(possibilities
, new_xyd(x2
, y2
, d
));
562 /* Having done that, we should have no possibilities remaining. */
563 assert(count234(possibilities
) == 0);
564 freetree234(possibilities
);
567 * Now compute a list of the possible barrier locations.
569 barriers
= newtree234(xyd_cmp
);
570 for (y
= 0; y
< state
->height
; y
++) {
571 for (x
= 0; x
< state
->width
; x
++) {
573 if (!(tile(state
, x
, y
) & R
) &&
574 (state
->wrapping
|| x
< state
->width
-1))
575 add234(barriers
, new_xyd(x
, y
, R
));
576 if (!(tile(state
, x
, y
) & D
) &&
577 (state
->wrapping
|| y
< state
->height
-1))
578 add234(barriers
, new_xyd(x
, y
, D
));
583 * Now shuffle the grid.
584 * FIXME - this simply does a set of random moves to shuffle the pieces.
585 * A better way would be to number all the pieces, generate a placement
586 * for all the numbers as for "sixteen", observing parity constraints if
587 * neccessary, and then place the pieces according to their numbering.
588 * BUT - I'm not sure if this will work, since we disallow movement of
589 * the middle row and column.
593 int cols
= state
->width
- 1;
594 int rows
= state
->height
- 1;
595 for (i
= 0; i
< cols
* rows
* 2; i
++) {
596 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
597 int dir
= random_upto(rs
, 4);
599 int col
= random_upto(rs
, cols
);
600 if (col
>= state
->cx
) col
+= 1;
601 slide_col(state
, 1 - dir
, col
);
603 int row
= random_upto(rs
, rows
);
604 if (row
>= state
->cy
) row
+= 1;
605 slide_row(state
, 2 - dir
, row
);
611 * And now choose barrier locations. (We carefully do this
612 * _after_ shuffling, so that changing the barrier rate in the
613 * params while keeping the game seed the same will give the
614 * same shuffled grid and _only_ change the barrier locations.
615 * Also the way we choose barrier locations, by repeatedly
616 * choosing one possibility from the list until we have enough,
617 * is designed to ensure that raising the barrier rate while
618 * keeping the seed the same will provide a superset of the
619 * previous barrier set - i.e. if you ask for 10 barriers, and
620 * then decide that's still too hard and ask for 20, you'll get
621 * the original 10 plus 10 more, rather than getting 20 new
622 * ones and the chance of remembering your first 10.)
624 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
625 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
627 while (nbarriers
> 0) {
630 int x1
, y1
, d1
, x2
, y2
, d2
;
633 * Extract a randomly chosen barrier from the list.
635 i
= random_upto(rs
, count234(barriers
));
636 xyd
= delpos234(barriers
, i
);
645 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
648 barrier(state
, x1
, y1
) |= d1
;
649 barrier(state
, x2
, y2
) |= d2
;
655 * Clean up the rest of the barrier list.
660 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
663 freetree234(barriers
);
667 * Set up the barrier corner flags, for drawing barriers
668 * prettily when they meet.
670 for (y
= 0; y
< state
->height
; y
++) {
671 for (x
= 0; x
< state
->width
; x
++) {
674 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
676 int x1
, y1
, x2
, y2
, x3
, y3
;
679 if (!(barrier(state
, x
, y
) & dir
))
682 if (barrier(state
, x
, y
) & dir2
)
685 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
686 if (x1
>= 0 && x1
< state
->width
&&
687 y1
>= 0 && y1
< state
->height
&&
688 (barrier(state
, x1
, y1
) & dir2
))
691 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
692 if (x2
>= 0 && x2
< state
->width
&&
693 y2
>= 0 && y2
< state
->height
&&
694 (barrier(state
, x2
, y2
) & dir
))
698 barrier(state
, x
, y
) |= (dir
<< 4);
699 if (x1
>= 0 && x1
< state
->width
&&
700 y1
>= 0 && y1
< state
->height
)
701 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
702 if (x2
>= 0 && x2
< state
->width
&&
703 y2
>= 0 && y2
< state
->height
)
704 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
705 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
706 if (x3
>= 0 && x3
< state
->width
&&
707 y3
>= 0 && y3
< state
->height
)
708 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
719 static game_state
*dup_game(game_state
*state
)
723 ret
= snew(game_state
);
724 ret
->width
= state
->width
;
725 ret
->height
= state
->height
;
728 ret
->wrapping
= state
->wrapping
;
729 ret
->completed
= state
->completed
;
730 ret
->move_count
= state
->move_count
;
731 ret
->last_move_row
= state
->last_move_row
;
732 ret
->last_move_col
= state
->last_move_col
;
733 ret
->last_move_dir
= state
->last_move_dir
;
734 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
735 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
736 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
737 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
742 static void free_game(game_state
*state
)
745 sfree(state
->barriers
);
749 static char *game_text_format(game_state
*state
)
754 /* ----------------------------------------------------------------------
759 * Compute which squares are reachable from the centre square, as a
760 * quick visual aid to determining how close the game is to
761 * completion. This is also a simple way to tell if the game _is_
762 * completed - just call this function and see whether every square
765 * squares in the moving_row and moving_col are always inactive - this
766 * is so that "current" doesn't appear to jump across moving lines.
768 static unsigned char *compute_active(game_state
*state
,
769 int moving_row
, int moving_col
)
771 unsigned char *active
;
775 active
= snewn(state
->width
* state
->height
, unsigned char);
776 memset(active
, 0, state
->width
* state
->height
);
779 * We only store (x,y) pairs in todo, but it's easier to reuse
780 * xyd_cmp and just store direction 0 every time.
782 todo
= newtree234(xyd_cmp
);
783 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
784 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
786 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
787 int x1
, y1
, d1
, x2
, y2
, d2
;
793 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
794 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
798 * If the next tile in this direction is connected to
799 * us, and there isn't a barrier in the way, and it
800 * isn't already marked active, then mark it active and
801 * add it to the to-examine list.
803 if ((x2
!= moving_col
&& y2
!= moving_row
) &&
804 (tile(state
, x1
, y1
) & d1
) &&
805 (tile(state
, x2
, y2
) & d2
) &&
806 !(barrier(state
, x1
, y1
) & d1
) &&
807 !index(state
, active
, x2
, y2
)) {
808 index(state
, active
, x2
, y2
) = ACTIVE
;
809 add234(todo
, new_xyd(x2
, y2
, 0));
813 /* Now we expect the todo list to have shrunk to zero size. */
814 assert(count234(todo
) == 0);
825 static game_ui
*new_ui(game_state
*state
)
827 game_ui
*ui
= snew(game_ui
);
828 ui
->cur_x
= state
->width
/ 2;
829 ui
->cur_y
= state
->height
/ 2;
830 ui
->cur_visible
= FALSE
;
835 static void free_ui(game_ui
*ui
)
840 /* ----------------------------------------------------------------------
844 static void slide_row(game_state
*state
, int dir
, int row
)
846 int x
= dir
> 0 ?
-1 : state
->width
;
848 int n
= state
->width
- 1;
849 unsigned char endtile
= state
->tiles
[T(state
, tx
, row
)];
852 tx
= (x
+ dir
+ state
->width
) % state
->width
;
853 state
->tiles
[T(state
, x
, row
)] = state
->tiles
[T(state
, tx
, row
)];
855 state
->tiles
[T(state
, tx
, row
)] = endtile
;
858 static void slide_col(game_state
*state
, int dir
, int col
)
860 int y
= dir
> 0 ?
-1 : state
->height
;
862 int n
= state
->height
- 1;
863 unsigned char endtile
= state
->tiles
[T(state
, col
, ty
)];
866 ty
= (y
+ dir
+ state
->height
) % state
->height
;
867 state
->tiles
[T(state
, col
, y
)] = state
->tiles
[T(state
, col
, ty
)];
869 state
->tiles
[T(state
, col
, ty
)] = endtile
;
872 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
873 int x
, int y
, int button
)
879 if (button
!= LEFT_BUTTON
&& button
!= RIGHT_BUTTON
)
882 cx
= (x
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
883 cy
= (y
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
885 if (cy
>= 0 && cy
< state
->height
&& cy
!= state
->cy
)
887 if (cx
== -1) dx
= +1;
888 else if (cx
== state
->width
) dx
= -1;
893 else if (cx
>= 0 && cx
< state
->width
&& cx
!= state
->cx
)
895 if (cy
== -1) dy
= +1;
896 else if (cy
== state
->height
) dy
= -1;
904 /* reverse direction if right hand button is pressed */
905 if (button
== RIGHT_BUTTON
)
911 ret
= dup_game(state
);
913 if (dx
== 0) slide_col(ret
, dy
, cx
);
914 else slide_row(ret
, dx
, cy
);
917 ret
->last_move_row
= dx ? cy
: -1;
918 ret
->last_move_col
= dx ?
-1 : cx
;
919 ret
->last_move_dir
= dx
+ dy
;
922 * See if the game has been completed.
924 if (!ret
->completed
) {
925 unsigned char *active
= compute_active(ret
, -1, -1);
929 for (x1
= 0; x1
< ret
->width
; x1
++)
930 for (y1
= 0; y1
< ret
->height
; y1
++)
931 if (!index(ret
, active
, x1
, y1
)) {
933 goto break_label
; /* break out of two loops at once */
940 ret
->completed
= ret
->move_count
;
946 /* ----------------------------------------------------------------------
947 * Routines for drawing the game position on the screen.
950 struct game_drawstate
{
953 unsigned char *visible
;
956 static game_drawstate
*game_new_drawstate(game_state
*state
)
958 game_drawstate
*ds
= snew(game_drawstate
);
961 ds
->width
= state
->width
;
962 ds
->height
= state
->height
;
963 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
964 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
969 static void game_free_drawstate(game_drawstate
*ds
)
975 static void game_size(game_params
*params
, int *x
, int *y
)
977 *x
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
978 *y
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
981 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
985 ret
= snewn(NCOLOURS
* 3, float);
986 *ncolours
= NCOLOURS
;
989 * Basic background colour is whatever the front end thinks is
990 * a sensible default.
992 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
997 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
998 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
999 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1002 * Powered wires and powered endpoints are cyan.
1004 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1005 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1006 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1011 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1012 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1013 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1016 * Unpowered endpoints are blue.
1018 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1019 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1020 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1023 * Tile borders are a darker grey than the background.
1025 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1026 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1027 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1030 * Flashing tiles are a grey in between those two.
1032 ret
[COL_FLASHING
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1033 ret
[COL_FLASHING
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1034 ret
[COL_FLASHING
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1036 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
1037 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
1038 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
1039 ret
[COL_TEXT
* 3 + 0] = 0.0;
1040 ret
[COL_TEXT
* 3 + 1] = 0.0;
1041 ret
[COL_TEXT
* 3 + 2] = 0.0;
1046 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1049 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1050 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1051 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1052 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1053 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1056 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1059 int mx
= (x1
< x2 ? x1
: x2
);
1060 int my
= (y1
< y2 ? y1
: y2
);
1061 int dx
= (x2
+ x1
- 2*mx
+ 1);
1062 int dy
= (y2
+ y1
- 2*my
+ 1);
1064 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1067 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1069 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1070 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1071 int x1
, y1
, dx
, dy
, dir2
;
1076 dx
= X(dir
) + X(dir2
);
1077 dy
= Y(dir
) + Y(dir2
);
1078 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1079 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1082 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1083 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1085 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1086 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1089 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1090 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1095 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1097 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1098 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1101 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1102 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1103 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1104 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1107 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1109 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1113 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1114 float xshift
, float yshift
)
1116 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
+ (xshift
* TILE_SIZE
);
1117 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
+ (yshift
* TILE_SIZE
);
1118 float cx
, cy
, ex
, ey
;
1122 * When we draw a single tile, we must draw everything up to
1123 * and including the borders around the tile. This means that
1124 * if the neighbouring tiles have connections to those borders,
1125 * we must draw those connections on the borders themselves.
1127 * This would be terribly fiddly if we ever had to draw a tile
1128 * while its neighbour was in mid-rotate, because we'd have to
1129 * arrange to _know_ that the neighbour was being rotated and
1130 * hence had an anomalous effect on the redraw of this tile.
1131 * Fortunately, the drawing algorithm avoids ever calling us in
1132 * this circumstance: we're either drawing lots of straight
1133 * tiles at game start or after a move is complete, or we're
1134 * repeatedly drawing only the rotating tile. So no problem.
1138 * So. First blank the tile out completely: draw a big
1139 * rectangle in border colour, and a smaller rectangle in
1140 * background colour to fill it in.
1142 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1144 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1145 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1146 tile
& FLASHING ? COL_FLASHING
: COL_BACKGROUND
);
1151 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1152 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1153 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1155 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1156 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1157 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1158 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
),
1162 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1164 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1165 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1166 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1167 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
), col
);
1172 * Draw the box in the middle. We do this in blue if the tile
1173 * is an unpowered endpoint, in cyan if the tile is a powered
1174 * endpoint, in black if the tile is the centrepiece, and
1175 * otherwise not at all.
1178 if (x
== state
->cx
&& y
== state
->cy
)
1180 else if (COUNT(tile
) == 1) {
1181 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1186 points
[0] = +1; points
[1] = +1;
1187 points
[2] = +1; points
[3] = -1;
1188 points
[4] = -1; points
[5] = -1;
1189 points
[6] = -1; points
[7] = +1;
1191 for (i
= 0; i
< 8; i
+= 2) {
1192 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1193 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1194 points
[i
] = bx
+(int)(cx
+ex
);
1195 points
[i
+1] = by
+(int)(cy
+ey
);
1198 draw_polygon(fe
, points
, 4, TRUE
, col
);
1199 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1203 * Draw the points on the border if other tiles are connected
1206 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1207 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1215 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1218 if (!(tile(state
, ox
, oy
) & F(dir
)))
1221 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1222 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1223 lx
= dx
* (TILE_BORDER
-1);
1224 ly
= dy
* (TILE_BORDER
-1);
1228 if (xshift
== 0.0 && yshift
== 0.0 && (tile
& dir
)) {
1230 * If we are fully connected to the other tile, we must
1231 * draw right across the tile border. (We can use our
1232 * own ACTIVE state to determine what colour to do this
1233 * in: if we are fully connected to the other tile then
1234 * the two ACTIVE states will be the same.)
1236 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1237 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1238 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1241 * The other tile extends into our border, but isn't
1242 * actually connected to us. Just draw a single black
1245 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1249 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1252 static void draw_tile_barriers(frontend
*fe
, game_state
*state
, int x
, int y
)
1256 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1257 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1259 * Draw barrier corners, and then barriers.
1261 for (phase
= 0; phase
< 2; phase
++) {
1262 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1263 if (barrier(state
, x
, y
) & (dir
<< 4))
1264 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1265 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1266 if (barrier(state
, x
, y
) & dir
)
1267 draw_barrier(fe
, x
, y
, dir
, phase
);
1270 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1273 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
1276 int ydy
= -xdx
, ydx
= xdy
;
1278 x
= x
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1279 y
= y
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1281 #define POINT(n, xx, yy) ( \
1282 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1283 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1285 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
1286 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
1287 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
1288 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
1289 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
1290 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
1291 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
1293 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
1294 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
1297 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1298 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
1300 int x
, y
, tx
, ty
, frame
;
1301 unsigned char *active
;
1306 * Clear the screen and draw the exterior barrier lines if this
1307 * is our first call.
1315 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1316 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1318 draw_update(fe
, 0, 0,
1319 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1320 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1322 for (phase
= 0; phase
< 2; phase
++) {
1324 for (x
= 0; x
< ds
->width
; x
++) {
1325 if (barrier(state
, x
, 0) & UL
)
1326 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1327 if (barrier(state
, x
, 0) & RU
)
1328 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1329 if (barrier(state
, x
, 0) & U
)
1330 draw_barrier(fe
, x
, -1, D
, phase
);
1331 if (barrier(state
, x
, ds
->height
-1) & DR
)
1332 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1333 if (barrier(state
, x
, ds
->height
-1) & LD
)
1334 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1335 if (barrier(state
, x
, ds
->height
-1) & D
)
1336 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1339 for (y
= 0; y
< ds
->height
; y
++) {
1340 if (barrier(state
, 0, y
) & UL
)
1341 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1342 if (barrier(state
, 0, y
) & LD
)
1343 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1344 if (barrier(state
, 0, y
) & L
)
1345 draw_barrier(fe
, -1, y
, R
, phase
);
1346 if (barrier(state
, ds
->width
-1, y
) & RU
)
1347 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1348 if (barrier(state
, ds
->width
-1, y
) & DR
)
1349 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1350 if (barrier(state
, ds
->width
-1, y
) & R
)
1351 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1356 * Arrows for making moves.
1358 for (x
= 0; x
< ds
->width
; x
++) {
1359 if (x
== state
->cx
) continue;
1360 draw_arrow(fe
, x
, 0, +1, 0);
1361 draw_arrow(fe
, x
+1, ds
->height
, -1, 0);
1363 for (y
= 0; y
< ds
->height
; y
++) {
1364 if (y
== state
->cy
) continue;
1365 draw_arrow(fe
, ds
->width
, y
, 0, +1);
1366 draw_arrow(fe
, 0, y
+1, 0, -1);
1370 /* Check if this is an undo. If so, we will need to run any animation
1373 if (oldstate
&& oldstate
->move_count
> state
->move_count
) {
1374 game_state
* tmpstate
= state
;
1376 oldstate
= tmpstate
;
1381 if (oldstate
&& (t
< ANIM_TIME
)) {
1383 * We're animating a slide, of row/column number
1384 * state->last_move_pos, in direction
1385 * state->last_move_dir
1387 xshift
= state
->last_move_row
== -1 ?
0.0 :
1388 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1389 yshift
= state
->last_move_col
== -1 ?
0.0 :
1390 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1396 * We're animating a completion flash. Find which frame
1399 frame
= (int)(ft
/ FLASH_FRAME
);
1403 * Draw any tile which differs from the way it was last drawn.
1405 if (xshift
!= 0.0 || yshift
!= 0.0) {
1406 active
= compute_active(state
,
1407 state
->last_move_row
, state
->last_move_col
);
1409 active
= compute_active(state
, -1, -1);
1413 BORDER
+ WINDOW_OFFSET
, BORDER
+ WINDOW_OFFSET
,
1414 TILE_SIZE
* state
->width
+ TILE_BORDER
,
1415 TILE_SIZE
* state
->height
+ TILE_BORDER
);
1417 for (x
= 0; x
< ds
->width
; x
++)
1418 for (y
= 0; y
< ds
->height
; y
++) {
1419 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1422 * In a completion flash, we adjust the FLASHING bit
1423 * depending on our distance from the centre point and
1427 int xdist
, ydist
, dist
;
1428 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1429 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1430 dist
= (xdist
> ydist ? xdist
: ydist
);
1432 if (frame
>= dist
&& frame
< dist
+4) {
1433 int flash
= (frame
- dist
) & 1;
1434 flash
= flash ? FLASHING
: 0;
1435 c
= (c
&~ FLASHING
) | flash
;
1439 if (index(state
, ds
->visible
, x
, y
) != c
||
1440 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1441 (x
== state
->last_move_col
|| y
== state
->last_move_row
))
1443 float xs
= (y
== state
->last_move_row ? xshift
: 0.0);
1444 float ys
= (x
== state
->last_move_col ? yshift
: 0.0);
1446 draw_tile(fe
, state
, x
, y
, c
, xs
, ys
);
1447 if (xs
< 0 && x
== 0)
1448 draw_tile(fe
, state
, state
->width
, y
, c
, xs
, ys
);
1449 else if (xs
> 0 && x
== state
->width
- 1)
1450 draw_tile(fe
, state
, -1, y
, c
, xs
, ys
);
1451 else if (ys
< 0 && y
== 0)
1452 draw_tile(fe
, state
, x
, state
->height
, c
, xs
, ys
);
1453 else if (ys
> 0 && y
== state
->height
- 1)
1454 draw_tile(fe
, state
, x
, -1, c
, xs
, ys
);
1456 if (x
== state
->last_move_col
|| y
== state
->last_move_row
)
1457 index(state
, ds
->visible
, x
, y
) = 0xFF;
1459 index(state
, ds
->visible
, x
, y
) = c
;
1463 for (x
= 0; x
< ds
->width
; x
++)
1464 for (y
= 0; y
< ds
->height
; y
++)
1465 draw_tile_barriers(fe
, state
, x
, y
);
1470 * Update the status bar.
1473 char statusbuf
[256];
1476 n
= state
->width
* state
->height
;
1477 for (i
= a
= 0; i
< n
; i
++)
1481 sprintf(statusbuf
, "%sMoves: %d Active: %d/%d",
1482 (state
->completed ?
"COMPLETED! " : ""),
1483 (state
->completed ? state
->completed
: state
->move_count
),
1486 status_bar(fe
, statusbuf
);
1492 static float game_anim_length(game_state
*oldstate
,
1493 game_state
*newstate
, int dir
)
1498 static float game_flash_length(game_state
*oldstate
,
1499 game_state
*newstate
, int dir
)
1502 * If the game has just been completed, we display a completion
1505 if (!oldstate
->completed
&& newstate
->completed
) {
1508 if (size
< newstate
->cx
+1)
1509 size
= newstate
->cx
+1;
1510 if (size
< newstate
->cy
+1)
1511 size
= newstate
->cy
+1;
1512 if (size
< newstate
->width
- newstate
->cx
)
1513 size
= newstate
->width
- newstate
->cx
;
1514 if (size
< newstate
->height
- newstate
->cy
)
1515 size
= newstate
->height
- newstate
->cy
;
1516 return FLASH_FRAME
* (size
+4);
1522 static int game_wants_statusbar(void)
1528 #define thegame netslide
1531 const struct game thegame
= {
1532 "Netslide", "games.netslide",
1539 TRUE
, game_configure
, custom_params
,
1547 FALSE
, game_text_format
,
1554 game_free_drawstate
,
1558 game_wants_statusbar
,