15 #define PI 3.141592653589793238462643383279502884197169399
17 #define MATMUL(xr,yr,m,x,y) do { \
18 float rx, ry, xx = (x), yy = (y), *mat = (m); \
19 rx = mat[0] * xx + mat[2] * yy; \
20 ry = mat[1] * xx + mat[3] * yy; \
21 (xr) = rx; (yr) = ry; \
24 /* Direction and other bitfields */
31 /* Corner flags go in the barriers array */
37 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
38 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
39 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
40 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
41 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
42 ((n)&3) == 1 ? A(x) : \
43 ((n)&3) == 2 ? F(x) : C(x) )
45 /* X and Y displacements */
46 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
47 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
50 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
51 (((x) & 0x02) >> 1) + ((x) & 0x01) )
55 #define WINDOW_OFFSET 16
57 #define ROTATE_TIME 0.13F
58 #define FLASH_FRAME 0.07F
75 float barrier_probability
;
78 struct game_aux_info
{
84 int width
, height
, cx
, cy
, wrapping
, completed
;
85 int last_rotate_x
, last_rotate_y
, last_rotate_dir
;
86 int used_solve
, just_used_solve
;
88 unsigned char *barriers
;
91 #define OFFSET(x2,y2,x1,y1,dir,state) \
92 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
93 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
95 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
96 #define tile(state, x, y) index(state, (state)->tiles, x, y)
97 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
103 static int xyd_cmp(void *av
, void *bv
) {
104 struct xyd
*a
= (struct xyd
*)av
;
105 struct xyd
*b
= (struct xyd
*)bv
;
114 if (a
->direction
< b
->direction
)
116 if (a
->direction
> b
->direction
)
121 static struct xyd
*new_xyd(int x
, int y
, int direction
)
123 struct xyd
*xyd
= snew(struct xyd
);
126 xyd
->direction
= direction
;
130 /* ----------------------------------------------------------------------
131 * Manage game parameters.
133 static game_params
*default_params(void)
135 game_params
*ret
= snew(game_params
);
139 ret
->wrapping
= FALSE
;
140 ret
->barrier_probability
= 0.0;
145 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
149 static const struct { int x
, y
, wrap
; } values
[] = {
162 if (i
< 0 || i
>= lenof(values
))
165 ret
= snew(game_params
);
166 ret
->width
= values
[i
].x
;
167 ret
->height
= values
[i
].y
;
168 ret
->wrapping
= values
[i
].wrap
;
169 ret
->barrier_probability
= 0.0;
171 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
172 ret
->wrapping ?
" wrapping" : "");
179 static void free_params(game_params
*params
)
184 static game_params
*dup_params(game_params
*params
)
186 game_params
*ret
= snew(game_params
);
187 *ret
= *params
; /* structure copy */
191 static void decode_params(game_params
*ret
, char const *string
)
193 char const *p
= string
;
195 ret
->width
= atoi(p
);
196 while (*p
&& isdigit(*p
)) p
++;
199 ret
->height
= atoi(p
);
200 while (*p
&& isdigit(*p
)) p
++;
201 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
204 ret
->barrier_probability
= atof(p
+1);
206 ret
->height
= ret
->width
;
210 static char *encode_params(game_params
*params
, int full
)
215 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
216 if (params
->wrapping
)
218 if (full
&& params
->barrier_probability
)
219 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
220 assert(len
< lenof(ret
));
226 static config_item
*game_configure(game_params
*params
)
231 ret
= snewn(5, config_item
);
233 ret
[0].name
= "Width";
234 ret
[0].type
= C_STRING
;
235 sprintf(buf
, "%d", params
->width
);
236 ret
[0].sval
= dupstr(buf
);
239 ret
[1].name
= "Height";
240 ret
[1].type
= C_STRING
;
241 sprintf(buf
, "%d", params
->height
);
242 ret
[1].sval
= dupstr(buf
);
245 ret
[2].name
= "Walls wrap around";
246 ret
[2].type
= C_BOOLEAN
;
248 ret
[2].ival
= params
->wrapping
;
250 ret
[3].name
= "Barrier probability";
251 ret
[3].type
= C_STRING
;
252 sprintf(buf
, "%g", params
->barrier_probability
);
253 ret
[3].sval
= dupstr(buf
);
264 static game_params
*custom_params(config_item
*cfg
)
266 game_params
*ret
= snew(game_params
);
268 ret
->width
= atoi(cfg
[0].sval
);
269 ret
->height
= atoi(cfg
[1].sval
);
270 ret
->wrapping
= cfg
[2].ival
;
271 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
276 static char *validate_params(game_params
*params
)
278 if (params
->width
<= 0 && params
->height
<= 0)
279 return "Width and height must both be greater than zero";
280 if (params
->width
<= 0)
281 return "Width must be greater than zero";
282 if (params
->height
<= 0)
283 return "Height must be greater than zero";
284 if (params
->width
<= 1 && params
->height
<= 1)
285 return "At least one of width and height must be greater than one";
286 if (params
->barrier_probability
< 0)
287 return "Barrier probability may not be negative";
288 if (params
->barrier_probability
> 1)
289 return "Barrier probability may not be greater than 1";
293 /* ----------------------------------------------------------------------
294 * Randomly select a new game description.
297 static char *new_game_desc(game_params
*params
, random_state
*rs
,
300 tree234
*possibilities
, *barriertree
;
301 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
302 unsigned char *tiles
, *barriers
;
308 tiles
= snewn(w
* h
, unsigned char);
309 memset(tiles
, 0, w
* h
);
310 barriers
= snewn(w
* h
, unsigned char);
311 memset(barriers
, 0, w
* h
);
317 * Construct the unshuffled grid.
319 * To do this, we simply start at the centre point, repeatedly
320 * choose a random possibility out of the available ways to
321 * extend a used square into an unused one, and do it. After
322 * extending the third line out of a square, we remove the
323 * fourth from the possibilities list to avoid any full-cross
324 * squares (which would make the game too easy because they
325 * only have one orientation).
327 * The slightly worrying thing is the avoidance of full-cross
328 * squares. Can this cause our unsophisticated construction
329 * algorithm to paint itself into a corner, by getting into a
330 * situation where there are some unreached squares and the
331 * only way to reach any of them is to extend a T-piece into a
334 * Answer: no it can't, and here's a proof.
336 * Any contiguous group of such unreachable squares must be
337 * surrounded on _all_ sides by T-pieces pointing away from the
338 * group. (If not, then there is a square which can be extended
339 * into one of the `unreachable' ones, and so it wasn't
340 * unreachable after all.) In particular, this implies that
341 * each contiguous group of unreachable squares must be
342 * rectangular in shape (any deviation from that yields a
343 * non-T-piece next to an `unreachable' square).
345 * So we have a rectangle of unreachable squares, with T-pieces
346 * forming a solid border around the rectangle. The corners of
347 * that border must be connected (since every tile connects all
348 * the lines arriving in it), and therefore the border must
349 * form a closed loop around the rectangle.
351 * But this can't have happened in the first place, since we
352 * _know_ we've avoided creating closed loops! Hence, no such
353 * situation can ever arise, and the naive grid construction
354 * algorithm will guaranteeably result in a complete grid
355 * containing no unreached squares, no full crosses _and_ no
358 possibilities
= newtree234(xyd_cmp
);
361 add234(possibilities
, new_xyd(cx
, cy
, R
));
363 add234(possibilities
, new_xyd(cx
, cy
, U
));
365 add234(possibilities
, new_xyd(cx
, cy
, L
));
367 add234(possibilities
, new_xyd(cx
, cy
, D
));
369 while (count234(possibilities
) > 0) {
372 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
375 * Extract a randomly chosen possibility from the list.
377 i
= random_upto(rs
, count234(possibilities
));
378 xyd
= delpos234(possibilities
, i
);
384 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
387 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
388 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
392 * Make the connection. (We should be moving to an as yet
395 index(params
, tiles
, x1
, y1
) |= d1
;
396 assert(index(params
, tiles
, x2
, y2
) == 0);
397 index(params
, tiles
, x2
, y2
) |= d2
;
400 * If we have created a T-piece, remove its last
403 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
404 struct xyd xyd1
, *xydp
;
408 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
410 xydp
= find234(possibilities
, &xyd1
, NULL
);
414 printf("T-piece; removing (%d,%d,%c)\n",
415 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
417 del234(possibilities
, xydp
);
423 * Remove all other possibilities that were pointing at the
424 * tile we've just moved into.
426 for (d
= 1; d
< 0x10; d
<<= 1) {
428 struct xyd xyd1
, *xydp
;
430 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
437 xydp
= find234(possibilities
, &xyd1
, NULL
);
441 printf("Loop avoidance; removing (%d,%d,%c)\n",
442 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
444 del234(possibilities
, xydp
);
450 * Add new possibilities to the list for moving _out_ of
451 * the tile we have just moved into.
453 for (d
= 1; d
< 0x10; d
<<= 1) {
457 continue; /* we've got this one already */
459 if (!params
->wrapping
) {
460 if (d
== U
&& y2
== 0)
462 if (d
== D
&& y2
== h
-1)
464 if (d
== L
&& x2
== 0)
466 if (d
== R
&& x2
== w
-1)
470 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
472 if (index(params
, tiles
, x3
, y3
))
473 continue; /* this would create a loop */
476 printf("New frontier; adding (%d,%d,%c)\n",
477 x2
, y2
, "0RU3L567D9abcdef"[d
]);
479 add234(possibilities
, new_xyd(x2
, y2
, d
));
482 /* Having done that, we should have no possibilities remaining. */
483 assert(count234(possibilities
) == 0);
484 freetree234(possibilities
);
487 * Now compute a list of the possible barrier locations.
489 barriertree
= newtree234(xyd_cmp
);
490 for (y
= 0; y
< h
; y
++) {
491 for (x
= 0; x
< w
; x
++) {
493 if (!(index(params
, tiles
, x
, y
) & R
) &&
494 (params
->wrapping
|| x
< w
-1))
495 add234(barriertree
, new_xyd(x
, y
, R
));
496 if (!(index(params
, tiles
, x
, y
) & D
) &&
497 (params
->wrapping
|| y
< h
-1))
498 add234(barriertree
, new_xyd(x
, y
, D
));
503 * Save the unshuffled grid in an aux_info.
506 game_aux_info
*solution
;
508 solution
= snew(game_aux_info
);
510 solution
->height
= h
;
511 solution
->tiles
= snewn(w
* h
, unsigned char);
512 memcpy(solution
->tiles
, tiles
, w
* h
);
518 * Now shuffle the grid.
520 for (y
= 0; y
< h
; y
++) {
521 for (x
= 0; x
< w
; x
++) {
522 int orig
= index(params
, tiles
, x
, y
);
523 int rot
= random_upto(rs
, 4);
524 index(params
, tiles
, x
, y
) = ROT(orig
, rot
);
529 * And now choose barrier locations. (We carefully do this
530 * _after_ shuffling, so that changing the barrier rate in the
531 * params while keeping the random seed the same will give the
532 * same shuffled grid and _only_ change the barrier locations.
533 * Also the way we choose barrier locations, by repeatedly
534 * choosing one possibility from the list until we have enough,
535 * is designed to ensure that raising the barrier rate while
536 * keeping the seed the same will provide a superset of the
537 * previous barrier set - i.e. if you ask for 10 barriers, and
538 * then decide that's still too hard and ask for 20, you'll get
539 * the original 10 plus 10 more, rather than getting 20 new
540 * ones and the chance of remembering your first 10.)
542 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
543 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
545 while (nbarriers
> 0) {
548 int x1
, y1
, d1
, x2
, y2
, d2
;
551 * Extract a randomly chosen barrier from the list.
553 i
= random_upto(rs
, count234(barriertree
));
554 xyd
= delpos234(barriertree
, i
);
563 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
566 index(params
, barriers
, x1
, y1
) |= d1
;
567 index(params
, barriers
, x2
, y2
) |= d2
;
573 * Clean up the rest of the barrier list.
578 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
581 freetree234(barriertree
);
585 * Finally, encode the grid into a string game description.
587 * My syntax is extremely simple: each square is encoded as a
588 * hex digit in which bit 0 means a connection on the right,
589 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
590 * encoding as used internally). Each digit is followed by
591 * optional barrier indicators: `v' means a vertical barrier to
592 * the right of it, and `h' means a horizontal barrier below
595 desc
= snewn(w
* h
* 3 + 1, char);
597 for (y
= 0; y
< h
; y
++) {
598 for (x
= 0; x
< w
; x
++) {
599 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
600 if ((params
->wrapping
|| x
< w
-1) &&
601 (index(params
, barriers
, x
, y
) & R
))
603 if ((params
->wrapping
|| y
< h
-1) &&
604 (index(params
, barriers
, x
, y
) & D
))
608 assert(p
- desc
<= w
*h
*3);
617 static void game_free_aux_info(game_aux_info
*aux
)
623 static char *validate_desc(game_params
*params
, char *desc
)
625 int w
= params
->width
, h
= params
->height
;
628 for (i
= 0; i
< w
*h
; i
++) {
629 if (*desc
>= '0' && *desc
<= '9')
631 else if (*desc
>= 'a' && *desc
<= 'f')
633 else if (*desc
>= 'A' && *desc
<= 'F')
636 return "Game description shorter than expected";
638 return "Game description contained unexpected character";
640 while (*desc
== 'h' || *desc
== 'v')
644 return "Game description longer than expected";
649 /* ----------------------------------------------------------------------
650 * Construct an initial game state, given a description and parameters.
653 static game_state
*new_game(game_params
*params
, char *desc
)
658 assert(params
->width
> 0 && params
->height
> 0);
659 assert(params
->width
> 1 || params
->height
> 1);
662 * Create a blank game state.
664 state
= snew(game_state
);
665 w
= state
->width
= params
->width
;
666 h
= state
->height
= params
->height
;
667 state
->cx
= state
->width
/ 2;
668 state
->cy
= state
->height
/ 2;
669 state
->wrapping
= params
->wrapping
;
670 state
->last_rotate_dir
= state
->last_rotate_x
= state
->last_rotate_y
= 0;
671 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
672 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
673 memset(state
->tiles
, 0, state
->width
* state
->height
);
674 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
675 memset(state
->barriers
, 0, state
->width
* state
->height
);
678 * Parse the game description into the grid.
680 for (y
= 0; y
< h
; y
++) {
681 for (x
= 0; x
< w
; x
++) {
682 if (*desc
>= '0' && *desc
<= '9')
683 tile(state
, x
, y
) = *desc
- '0';
684 else if (*desc
>= 'a' && *desc
<= 'f')
685 tile(state
, x
, y
) = *desc
- 'a' + 10;
686 else if (*desc
>= 'A' && *desc
<= 'F')
687 tile(state
, x
, y
) = *desc
- 'A' + 10;
690 while (*desc
== 'h' || *desc
== 'v') {
697 OFFSET(x2
, y2
, x
, y
, d1
, state
);
700 barrier(state
, x
, y
) |= d1
;
701 barrier(state
, x2
, y2
) |= d2
;
709 * Set up border barriers if this is a non-wrapping game.
711 if (!state
->wrapping
) {
712 for (x
= 0; x
< state
->width
; x
++) {
713 barrier(state
, x
, 0) |= U
;
714 barrier(state
, x
, state
->height
-1) |= D
;
716 for (y
= 0; y
< state
->height
; y
++) {
717 barrier(state
, 0, y
) |= L
;
718 barrier(state
, state
->width
-1, y
) |= R
;
723 * Set up the barrier corner flags, for drawing barriers
724 * prettily when they meet.
726 for (y
= 0; y
< state
->height
; y
++) {
727 for (x
= 0; x
< state
->width
; x
++) {
730 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
732 int x1
, y1
, x2
, y2
, x3
, y3
;
735 if (!(barrier(state
, x
, y
) & dir
))
738 if (barrier(state
, x
, y
) & dir2
)
741 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
742 if (x1
>= 0 && x1
< state
->width
&&
743 y1
>= 0 && y1
< state
->height
&&
744 (barrier(state
, x1
, y1
) & dir2
))
747 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
748 if (x2
>= 0 && x2
< state
->width
&&
749 y2
>= 0 && y2
< state
->height
&&
750 (barrier(state
, x2
, y2
) & dir
))
754 barrier(state
, x
, y
) |= (dir
<< 4);
755 if (x1
>= 0 && x1
< state
->width
&&
756 y1
>= 0 && y1
< state
->height
)
757 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
758 if (x2
>= 0 && x2
< state
->width
&&
759 y2
>= 0 && y2
< state
->height
)
760 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
761 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
762 if (x3
>= 0 && x3
< state
->width
&&
763 y3
>= 0 && y3
< state
->height
)
764 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
773 static game_state
*dup_game(game_state
*state
)
777 ret
= snew(game_state
);
778 ret
->width
= state
->width
;
779 ret
->height
= state
->height
;
782 ret
->wrapping
= state
->wrapping
;
783 ret
->completed
= state
->completed
;
784 ret
->used_solve
= state
->used_solve
;
785 ret
->just_used_solve
= state
->just_used_solve
;
786 ret
->last_rotate_dir
= state
->last_rotate_dir
;
787 ret
->last_rotate_x
= state
->last_rotate_x
;
788 ret
->last_rotate_y
= state
->last_rotate_y
;
789 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
790 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
791 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
792 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
797 static void free_game(game_state
*state
)
800 sfree(state
->barriers
);
804 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
810 *error
= "Solution not known for this puzzle";
814 assert(aux
->width
== state
->width
);
815 assert(aux
->height
== state
->height
);
816 ret
= dup_game(state
);
817 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
818 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
819 ret
->completed
= TRUE
;
824 static char *game_text_format(game_state
*state
)
829 /* ----------------------------------------------------------------------
834 * Compute which squares are reachable from the centre square, as a
835 * quick visual aid to determining how close the game is to
836 * completion. This is also a simple way to tell if the game _is_
837 * completed - just call this function and see whether every square
840 static unsigned char *compute_active(game_state
*state
)
842 unsigned char *active
;
846 active
= snewn(state
->width
* state
->height
, unsigned char);
847 memset(active
, 0, state
->width
* state
->height
);
850 * We only store (x,y) pairs in todo, but it's easier to reuse
851 * xyd_cmp and just store direction 0 every time.
853 todo
= newtree234(xyd_cmp
);
854 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
855 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
857 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
858 int x1
, y1
, d1
, x2
, y2
, d2
;
864 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
865 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
869 * If the next tile in this direction is connected to
870 * us, and there isn't a barrier in the way, and it
871 * isn't already marked active, then mark it active and
872 * add it to the to-examine list.
874 if ((tile(state
, x1
, y1
) & d1
) &&
875 (tile(state
, x2
, y2
) & d2
) &&
876 !(barrier(state
, x1
, y1
) & d1
) &&
877 !index(state
, active
, x2
, y2
)) {
878 index(state
, active
, x2
, y2
) = ACTIVE
;
879 add234(todo
, new_xyd(x2
, y2
, 0));
883 /* Now we expect the todo list to have shrunk to zero size. */
884 assert(count234(todo
) == 0);
893 random_state
*rs
; /* used for jumbling */
896 static game_ui
*new_ui(game_state
*state
)
900 game_ui
*ui
= snew(game_ui
);
901 ui
->cur_x
= state
->width
/ 2;
902 ui
->cur_y
= state
->height
/ 2;
903 ui
->cur_visible
= FALSE
;
904 get_random_seed(&seed
, &seedsize
);
905 ui
->rs
= random_init(seed
, seedsize
);
911 static void free_ui(game_ui
*ui
)
917 /* ----------------------------------------------------------------------
920 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
921 int x
, int y
, int button
)
923 game_state
*ret
, *nullret
;
928 if (button
== LEFT_BUTTON
||
929 button
== MIDDLE_BUTTON
||
930 button
== RIGHT_BUTTON
) {
932 if (ui
->cur_visible
) {
933 ui
->cur_visible
= FALSE
;
938 * The button must have been clicked on a valid tile.
940 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
941 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
946 if (tx
>= state
->width
|| ty
>= state
->height
)
948 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
949 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
951 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
952 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
953 if (button
== CURSOR_UP
&& ui
->cur_y
> 0)
955 else if (button
== CURSOR_DOWN
&& ui
->cur_y
< state
->height
-1)
957 else if (button
== CURSOR_LEFT
&& ui
->cur_x
> 0)
959 else if (button
== CURSOR_RIGHT
&& ui
->cur_x
< state
->width
-1)
962 return nullret
; /* no cursor movement */
963 ui
->cur_visible
= TRUE
;
964 return state
; /* UI activity has occurred */
965 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
966 button
== 'A' || button
== 'S' || button
== 'D') {
969 if (button
== 'a' || button
== 'A')
970 button
= LEFT_BUTTON
;
971 else if (button
== 's' || button
== 'S')
972 button
= MIDDLE_BUTTON
;
973 else if (button
== 'd' || button
== 'D')
974 button
= RIGHT_BUTTON
;
975 ui
->cur_visible
= TRUE
;
976 } else if (button
== 'j' || button
== 'J') {
977 /* XXX should we have some mouse control for this? */
978 button
= 'J'; /* canonify */
979 tx
= ty
= -1; /* shut gcc up :( */
984 * The middle button locks or unlocks a tile. (A locked tile
985 * cannot be turned, and is visually marked as being locked.
986 * This is a convenience for the player, so that once they are
987 * sure which way round a tile goes, they can lock it and thus
988 * avoid forgetting later on that they'd already done that one;
989 * and the locking also prevents them turning the tile by
990 * accident. If they change their mind, another middle click
993 if (button
== MIDDLE_BUTTON
) {
995 ret
= dup_game(state
);
996 ret
->just_used_solve
= FALSE
;
997 tile(ret
, tx
, ty
) ^= LOCKED
;
998 ret
->last_rotate_dir
= ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1001 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1004 * The left and right buttons have no effect if clicked on a
1007 if (tile(state
, tx
, ty
) & LOCKED
)
1011 * Otherwise, turn the tile one way or the other. Left button
1012 * turns anticlockwise; right button turns clockwise.
1014 ret
= dup_game(state
);
1015 ret
->just_used_solve
= FALSE
;
1016 orig
= tile(ret
, tx
, ty
);
1017 if (button
== LEFT_BUTTON
) {
1018 tile(ret
, tx
, ty
) = A(orig
);
1019 ret
->last_rotate_dir
= +1;
1021 tile(ret
, tx
, ty
) = C(orig
);
1022 ret
->last_rotate_dir
= -1;
1024 ret
->last_rotate_x
= tx
;
1025 ret
->last_rotate_y
= ty
;
1027 } else if (button
== 'J') {
1030 * Jumble all unlocked tiles to random orientations.
1033 ret
= dup_game(state
);
1034 ret
->just_used_solve
= FALSE
;
1035 for (jy
= 0; jy
< ret
->height
; jy
++) {
1036 for (jx
= 0; jx
< ret
->width
; jx
++) {
1037 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
1038 int rot
= random_upto(ui
->rs
, 4);
1039 orig
= tile(ret
, jx
, jy
);
1040 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
1044 ret
->last_rotate_dir
= 0; /* suppress animation */
1045 ret
->last_rotate_x
= ret
->last_rotate_y
= 0;
1050 * Check whether the game has been completed.
1053 unsigned char *active
= compute_active(ret
);
1055 int complete
= TRUE
;
1057 for (x1
= 0; x1
< ret
->width
; x1
++)
1058 for (y1
= 0; y1
< ret
->height
; y1
++)
1059 if ((tile(ret
, x1
, y1
) & 0xF) && !index(ret
, active
, x1
, y1
)) {
1061 goto break_label
; /* break out of two loops at once */
1068 ret
->completed
= TRUE
;
1074 /* ----------------------------------------------------------------------
1075 * Routines for drawing the game position on the screen.
1078 struct game_drawstate
{
1081 unsigned char *visible
;
1084 static game_drawstate
*game_new_drawstate(game_state
*state
)
1086 game_drawstate
*ds
= snew(game_drawstate
);
1088 ds
->started
= FALSE
;
1089 ds
->width
= state
->width
;
1090 ds
->height
= state
->height
;
1091 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1092 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1097 static void game_free_drawstate(game_drawstate
*ds
)
1103 static void game_size(game_params
*params
, int *x
, int *y
)
1105 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
1106 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
1109 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1113 ret
= snewn(NCOLOURS
* 3, float);
1114 *ncolours
= NCOLOURS
;
1117 * Basic background colour is whatever the front end thinks is
1118 * a sensible default.
1120 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1125 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
1126 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
1127 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1130 * Powered wires and powered endpoints are cyan.
1132 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1133 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1134 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1139 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1140 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1141 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1144 * Unpowered endpoints are blue.
1146 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1147 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1148 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1151 * Tile borders are a darker grey than the background.
1153 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1154 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1155 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1158 * Locked tiles are a grey in between those two.
1160 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1161 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1162 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1167 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1170 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1171 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1172 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1173 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1174 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1177 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1180 int mx
= (x1
< x2 ? x1
: x2
);
1181 int my
= (y1
< y2 ? y1
: y2
);
1182 int dx
= (x2
+ x1
- 2*mx
+ 1);
1183 int dy
= (y2
+ y1
- 2*my
+ 1);
1185 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1188 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1190 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1191 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1192 int x1
, y1
, dx
, dy
, dir2
;
1197 dx
= X(dir
) + X(dir2
);
1198 dy
= Y(dir
) + Y(dir2
);
1199 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1200 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1203 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1204 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1206 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1207 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1210 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1211 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1216 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1218 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1219 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1222 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1223 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1224 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1225 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1228 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1230 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1234 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1235 float angle
, int cursor
)
1237 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1238 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1240 float cx
, cy
, ex
, ey
, tx
, ty
;
1241 int dir
, col
, phase
;
1244 * When we draw a single tile, we must draw everything up to
1245 * and including the borders around the tile. This means that
1246 * if the neighbouring tiles have connections to those borders,
1247 * we must draw those connections on the borders themselves.
1249 * This would be terribly fiddly if we ever had to draw a tile
1250 * while its neighbour was in mid-rotate, because we'd have to
1251 * arrange to _know_ that the neighbour was being rotated and
1252 * hence had an anomalous effect on the redraw of this tile.
1253 * Fortunately, the drawing algorithm avoids ever calling us in
1254 * this circumstance: we're either drawing lots of straight
1255 * tiles at game start or after a move is complete, or we're
1256 * repeatedly drawing only the rotating tile. So no problem.
1260 * So. First blank the tile out completely: draw a big
1261 * rectangle in border colour, and a smaller rectangle in
1262 * background colour to fill it in.
1264 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1266 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1267 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1268 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
1271 * Draw an inset outline rectangle as a cursor, in whichever of
1272 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
1276 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1277 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1278 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1279 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1280 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1281 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1282 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1283 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1284 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1285 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1286 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1287 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1291 * Set up the rotation matrix.
1293 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
1294 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
1295 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
1296 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
1301 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1302 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1303 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1305 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1306 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1307 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1308 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1309 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
1313 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1315 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1316 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1317 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1318 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1319 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
1324 * Draw the box in the middle. We do this in blue if the tile
1325 * is an unpowered endpoint, in cyan if the tile is a powered
1326 * endpoint, in black if the tile is the centrepiece, and
1327 * otherwise not at all.
1330 if (x
== state
->cx
&& y
== state
->cy
)
1332 else if (COUNT(tile
) == 1) {
1333 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1338 points
[0] = +1; points
[1] = +1;
1339 points
[2] = +1; points
[3] = -1;
1340 points
[4] = -1; points
[5] = -1;
1341 points
[6] = -1; points
[7] = +1;
1343 for (i
= 0; i
< 8; i
+= 2) {
1344 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1345 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1346 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1347 points
[i
] = bx
+(int)(cx
+tx
);
1348 points
[i
+1] = by
+(int)(cy
+ty
);
1351 draw_polygon(fe
, points
, 4, TRUE
, col
);
1352 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1356 * Draw the points on the border if other tiles are connected
1359 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1360 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1368 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1371 if (!(tile(state
, ox
, oy
) & F(dir
)))
1374 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1375 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1376 lx
= dx
* (TILE_BORDER
-1);
1377 ly
= dy
* (TILE_BORDER
-1);
1381 if (angle
== 0.0 && (tile
& dir
)) {
1383 * If we are fully connected to the other tile, we must
1384 * draw right across the tile border. (We can use our
1385 * own ACTIVE state to determine what colour to do this
1386 * in: if we are fully connected to the other tile then
1387 * the two ACTIVE states will be the same.)
1389 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1390 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1391 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1394 * The other tile extends into our border, but isn't
1395 * actually connected to us. Just draw a single black
1398 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1403 * Draw barrier corners, and then barriers.
1405 for (phase
= 0; phase
< 2; phase
++) {
1406 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1407 if (barrier(state
, x
, y
) & (dir
<< 4))
1408 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1409 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1410 if (barrier(state
, x
, y
) & dir
)
1411 draw_barrier(fe
, x
, y
, dir
, phase
);
1414 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1417 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1418 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
1420 int x
, y
, tx
, ty
, frame
, last_rotate_dir
;
1421 unsigned char *active
;
1425 * Clear the screen and draw the exterior barrier lines if this
1426 * is our first call.
1434 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1435 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1437 draw_update(fe
, 0, 0,
1438 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1439 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1441 for (phase
= 0; phase
< 2; phase
++) {
1443 for (x
= 0; x
< ds
->width
; x
++) {
1444 if (barrier(state
, x
, 0) & UL
)
1445 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1446 if (barrier(state
, x
, 0) & RU
)
1447 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1448 if (barrier(state
, x
, 0) & U
)
1449 draw_barrier(fe
, x
, -1, D
, phase
);
1450 if (barrier(state
, x
, ds
->height
-1) & DR
)
1451 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1452 if (barrier(state
, x
, ds
->height
-1) & LD
)
1453 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1454 if (barrier(state
, x
, ds
->height
-1) & D
)
1455 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1458 for (y
= 0; y
< ds
->height
; y
++) {
1459 if (barrier(state
, 0, y
) & UL
)
1460 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1461 if (barrier(state
, 0, y
) & LD
)
1462 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1463 if (barrier(state
, 0, y
) & L
)
1464 draw_barrier(fe
, -1, y
, R
, phase
);
1465 if (barrier(state
, ds
->width
-1, y
) & RU
)
1466 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1467 if (barrier(state
, ds
->width
-1, y
) & DR
)
1468 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1469 if (barrier(state
, ds
->width
-1, y
) & R
)
1470 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1476 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
1477 state
->last_rotate_dir
;
1478 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
1480 * We're animating a single tile rotation. Find the turning
1483 tx
= (dir
==-1 ? oldstate
->last_rotate_x
: state
->last_rotate_x
);
1484 ty
= (dir
==-1 ? oldstate
->last_rotate_y
: state
->last_rotate_y
);
1485 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
1492 * We're animating a completion flash. Find which frame
1495 frame
= (int)(ft
/ FLASH_FRAME
);
1499 * Draw any tile which differs from the way it was last drawn.
1501 active
= compute_active(state
);
1503 for (x
= 0; x
< ds
->width
; x
++)
1504 for (y
= 0; y
< ds
->height
; y
++) {
1505 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1508 * In a completion flash, we adjust the LOCKED bit
1509 * depending on our distance from the centre point and
1513 int xdist
, ydist
, dist
;
1514 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1515 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1516 dist
= (xdist
> ydist ? xdist
: ydist
);
1518 if (frame
>= dist
&& frame
< dist
+4) {
1519 int lock
= (frame
- dist
) & 1;
1520 lock
= lock ? LOCKED
: 0;
1521 c
= (c
&~ LOCKED
) | lock
;
1525 if (index(state
, ds
->visible
, x
, y
) != c
||
1526 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1527 (x
== tx
&& y
== ty
) ||
1528 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)) {
1529 draw_tile(fe
, state
, x
, y
, c
,
1530 (x
== tx
&& y
== ty ? angle
: 0.0F
),
1531 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
));
1532 if ((x
== tx
&& y
== ty
) ||
1533 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
))
1534 index(state
, ds
->visible
, x
, y
) = 0xFF;
1536 index(state
, ds
->visible
, x
, y
) = c
;
1541 * Update the status bar.
1544 char statusbuf
[256];
1547 n
= state
->width
* state
->height
;
1548 for (i
= a
= n2
= 0; i
< n
; i
++) {
1551 if (state
->tiles
[i
] & 0xF)
1555 sprintf(statusbuf
, "%sActive: %d/%d",
1556 (state
->used_solve ?
"Auto-solved. " :
1557 state
->completed ?
"COMPLETED! " : ""), a
, n2
);
1559 status_bar(fe
, statusbuf
);
1565 static float game_anim_length(game_state
*oldstate
,
1566 game_state
*newstate
, int dir
)
1568 int last_rotate_dir
;
1571 * Don't animate an auto-solve move.
1573 if ((dir
> 0 && newstate
->just_used_solve
) ||
1574 (dir
< 0 && oldstate
->just_used_solve
))
1578 * Don't animate if last_rotate_dir is zero.
1580 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
1581 newstate
->last_rotate_dir
;
1582 if (last_rotate_dir
)
1588 static float game_flash_length(game_state
*oldstate
,
1589 game_state
*newstate
, int dir
)
1592 * If the game has just been completed, we display a completion
1595 if (!oldstate
->completed
&& newstate
->completed
&&
1596 !oldstate
->used_solve
&& !newstate
->used_solve
) {
1599 if (size
< newstate
->cx
+1)
1600 size
= newstate
->cx
+1;
1601 if (size
< newstate
->cy
+1)
1602 size
= newstate
->cy
+1;
1603 if (size
< newstate
->width
- newstate
->cx
)
1604 size
= newstate
->width
- newstate
->cx
;
1605 if (size
< newstate
->height
- newstate
->cy
)
1606 size
= newstate
->height
- newstate
->cy
;
1607 return FLASH_FRAME
* (size
+4);
1613 static int game_wants_statusbar(void)
1622 const struct game thegame
= {
1630 TRUE
, game_configure
, custom_params
,
1639 FALSE
, game_text_format
,
1646 game_free_drawstate
,
1650 game_wants_statusbar
,