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
;
79 int width
, height
, cx
, cy
, wrapping
, completed
, last_rotate_dir
;
81 unsigned char *barriers
;
84 #define OFFSET(x2,y2,x1,y1,dir,state) \
85 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
86 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
88 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
89 #define tile(state, x, y) index(state, (state)->tiles, x, y)
90 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
96 static int xyd_cmp(void *av
, void *bv
) {
97 struct xyd
*a
= (struct xyd
*)av
;
98 struct xyd
*b
= (struct xyd
*)bv
;
107 if (a
->direction
< b
->direction
)
109 if (a
->direction
> b
->direction
)
114 static struct xyd
*new_xyd(int x
, int y
, int direction
)
116 struct xyd
*xyd
= snew(struct xyd
);
119 xyd
->direction
= direction
;
123 /* ----------------------------------------------------------------------
124 * Manage game parameters.
126 static game_params
*default_params(void)
128 game_params
*ret
= snew(game_params
);
132 ret
->wrapping
= FALSE
;
133 ret
->barrier_probability
= 0.0;
138 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
142 static const struct { int x
, y
, wrap
; } values
[] = {
155 if (i
< 0 || i
>= lenof(values
))
158 ret
= snew(game_params
);
159 ret
->width
= values
[i
].x
;
160 ret
->height
= values
[i
].y
;
161 ret
->wrapping
= values
[i
].wrap
;
162 ret
->barrier_probability
= 0.0;
164 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
165 ret
->wrapping ?
" wrapping" : "");
172 static void free_params(game_params
*params
)
177 static game_params
*dup_params(game_params
*params
)
179 game_params
*ret
= snew(game_params
);
180 *ret
= *params
; /* structure copy */
184 static game_params
*decode_params(char const *string
)
186 game_params
*ret
= default_params();
187 char const *p
= string
;
189 ret
->width
= atoi(p
);
190 while (*p
&& isdigit(*p
)) p
++;
193 ret
->height
= atoi(p
);
194 while (*p
&& isdigit(*p
)) p
++;
195 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
198 ret
->barrier_probability
= atof(p
+1);
200 ret
->height
= ret
->width
;
206 static char *encode_params(game_params
*params
)
211 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
212 if (params
->wrapping
)
214 if (params
->barrier_probability
)
215 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
216 assert(len
< lenof(ret
));
222 static config_item
*game_configure(game_params
*params
)
227 ret
= snewn(5, config_item
);
229 ret
[0].name
= "Width";
230 ret
[0].type
= C_STRING
;
231 sprintf(buf
, "%d", params
->width
);
232 ret
[0].sval
= dupstr(buf
);
235 ret
[1].name
= "Height";
236 ret
[1].type
= C_STRING
;
237 sprintf(buf
, "%d", params
->height
);
238 ret
[1].sval
= dupstr(buf
);
241 ret
[2].name
= "Walls wrap around";
242 ret
[2].type
= C_BOOLEAN
;
244 ret
[2].ival
= params
->wrapping
;
246 ret
[3].name
= "Barrier probability";
247 ret
[3].type
= C_STRING
;
248 sprintf(buf
, "%g", params
->barrier_probability
);
249 ret
[3].sval
= dupstr(buf
);
260 static game_params
*custom_params(config_item
*cfg
)
262 game_params
*ret
= snew(game_params
);
264 ret
->width
= atoi(cfg
[0].sval
);
265 ret
->height
= atoi(cfg
[1].sval
);
266 ret
->wrapping
= cfg
[2].ival
;
267 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
272 static char *validate_params(game_params
*params
)
274 if (params
->width
<= 0 && params
->height
<= 0)
275 return "Width and height must both be greater than zero";
276 if (params
->width
<= 0)
277 return "Width must be greater than zero";
278 if (params
->height
<= 0)
279 return "Height must be greater than zero";
280 if (params
->width
<= 1 && params
->height
<= 1)
281 return "At least one of width and height must be greater than one";
282 if (params
->barrier_probability
< 0)
283 return "Barrier probability may not be negative";
284 if (params
->barrier_probability
> 1)
285 return "Barrier probability may not be greater than 1";
289 /* ----------------------------------------------------------------------
290 * Randomly select a new game seed.
293 static char *new_game_seed(game_params
*params
, random_state
*rs
)
296 * The full description of a Net game is far too large to
297 * encode directly in the seed, so by default we'll have to go
298 * for the simple approach of providing a random-number seed.
300 * (This does not restrict me from _later on_ inventing a seed
301 * string syntax which can never be generated by this code -
302 * for example, strings beginning with a letter - allowing me
303 * to type in a precise game, and have new_game detect it and
304 * understand it and do something completely different.)
307 sprintf(buf
, "%lu", random_bits(rs
, 32));
311 static char *validate_seed(game_params
*params
, char *seed
)
314 * Since any string at all will suffice to seed the RNG, there
315 * is no validation required.
320 /* ----------------------------------------------------------------------
321 * Construct an initial game state, given a seed and parameters.
324 static game_state
*new_game(game_params
*params
, char *seed
)
328 tree234
*possibilities
, *barriers
;
329 int w
, h
, x
, y
, nbarriers
;
331 assert(params
->width
> 0 && params
->height
> 0);
332 assert(params
->width
> 1 || params
->height
> 1);
335 * Create a blank game state.
337 state
= snew(game_state
);
338 w
= state
->width
= params
->width
;
339 h
= state
->height
= params
->height
;
340 state
->cx
= state
->width
/ 2;
341 state
->cy
= state
->height
/ 2;
342 state
->wrapping
= params
->wrapping
;
343 state
->last_rotate_dir
= 0;
344 state
->completed
= FALSE
;
345 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
346 memset(state
->tiles
, 0, state
->width
* state
->height
);
347 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
348 memset(state
->barriers
, 0, state
->width
* state
->height
);
351 * Set up border barriers if this is a non-wrapping game.
353 if (!state
->wrapping
) {
354 for (x
= 0; x
< state
->width
; x
++) {
355 barrier(state
, x
, 0) |= U
;
356 barrier(state
, x
, state
->height
-1) |= D
;
358 for (y
= 0; y
< state
->height
; y
++) {
359 barrier(state
, 0, y
) |= L
;
360 barrier(state
, state
->width
-1, y
) |= R
;
365 * Seed the internal random number generator.
367 rs
= random_init(seed
, strlen(seed
));
370 * Construct the unshuffled grid.
372 * To do this, we simply start at the centre point, repeatedly
373 * choose a random possibility out of the available ways to
374 * extend a used square into an unused one, and do it. After
375 * extending the third line out of a square, we remove the
376 * fourth from the possibilities list to avoid any full-cross
377 * squares (which would make the game too easy because they
378 * only have one orientation).
380 * The slightly worrying thing is the avoidance of full-cross
381 * squares. Can this cause our unsophisticated construction
382 * algorithm to paint itself into a corner, by getting into a
383 * situation where there are some unreached squares and the
384 * only way to reach any of them is to extend a T-piece into a
387 * Answer: no it can't, and here's a proof.
389 * Any contiguous group of such unreachable squares must be
390 * surrounded on _all_ sides by T-pieces pointing away from the
391 * group. (If not, then there is a square which can be extended
392 * into one of the `unreachable' ones, and so it wasn't
393 * unreachable after all.) In particular, this implies that
394 * each contiguous group of unreachable squares must be
395 * rectangular in shape (any deviation from that yields a
396 * non-T-piece next to an `unreachable' square).
398 * So we have a rectangle of unreachable squares, with T-pieces
399 * forming a solid border around the rectangle. The corners of
400 * that border must be connected (since every tile connects all
401 * the lines arriving in it), and therefore the border must
402 * form a closed loop around the rectangle.
404 * But this can't have happened in the first place, since we
405 * _know_ we've avoided creating closed loops! Hence, no such
406 * situation can ever arise, and the naive grid construction
407 * algorithm will guaranteeably result in a complete grid
408 * containing no unreached squares, no full crosses _and_ no
411 possibilities
= newtree234(xyd_cmp
);
413 if (state
->cx
+1 < state
->width
)
414 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
415 if (state
->cy
-1 >= 0)
416 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
417 if (state
->cx
-1 >= 0)
418 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
419 if (state
->cy
+1 < state
->height
)
420 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
422 while (count234(possibilities
) > 0) {
425 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
428 * Extract a randomly chosen possibility from the list.
430 i
= random_upto(rs
, count234(possibilities
));
431 xyd
= delpos234(possibilities
, i
);
437 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
440 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
441 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
445 * Make the connection. (We should be moving to an as yet
448 tile(state
, x1
, y1
) |= d1
;
449 assert(tile(state
, x2
, y2
) == 0);
450 tile(state
, x2
, y2
) |= d2
;
453 * If we have created a T-piece, remove its last
456 if (COUNT(tile(state
, x1
, y1
)) == 3) {
457 struct xyd xyd1
, *xydp
;
461 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
463 xydp
= find234(possibilities
, &xyd1
, NULL
);
467 printf("T-piece; removing (%d,%d,%c)\n",
468 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
470 del234(possibilities
, xydp
);
476 * Remove all other possibilities that were pointing at the
477 * tile we've just moved into.
479 for (d
= 1; d
< 0x10; d
<<= 1) {
481 struct xyd xyd1
, *xydp
;
483 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
490 xydp
= find234(possibilities
, &xyd1
, NULL
);
494 printf("Loop avoidance; removing (%d,%d,%c)\n",
495 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
497 del234(possibilities
, xydp
);
503 * Add new possibilities to the list for moving _out_ of
504 * the tile we have just moved into.
506 for (d
= 1; d
< 0x10; d
<<= 1) {
510 continue; /* we've got this one already */
512 if (!state
->wrapping
) {
513 if (d
== U
&& y2
== 0)
515 if (d
== D
&& y2
== state
->height
-1)
517 if (d
== L
&& x2
== 0)
519 if (d
== R
&& x2
== state
->width
-1)
523 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
525 if (tile(state
, x3
, y3
))
526 continue; /* this would create a loop */
529 printf("New frontier; adding (%d,%d,%c)\n",
530 x2
, y2
, "0RU3L567D9abcdef"[d
]);
532 add234(possibilities
, new_xyd(x2
, y2
, d
));
535 /* Having done that, we should have no possibilities remaining. */
536 assert(count234(possibilities
) == 0);
537 freetree234(possibilities
);
540 * Now compute a list of the possible barrier locations.
542 barriers
= newtree234(xyd_cmp
);
543 for (y
= 0; y
< state
->height
; y
++) {
544 for (x
= 0; x
< state
->width
; x
++) {
546 if (!(tile(state
, x
, y
) & R
) &&
547 (state
->wrapping
|| x
< state
->width
-1))
548 add234(barriers
, new_xyd(x
, y
, R
));
549 if (!(tile(state
, x
, y
) & D
) &&
550 (state
->wrapping
|| y
< state
->height
-1))
551 add234(barriers
, new_xyd(x
, y
, D
));
556 * Now shuffle the grid.
558 for (y
= 0; y
< state
->height
; y
++) {
559 for (x
= 0; x
< state
->width
; x
++) {
560 int orig
= tile(state
, x
, y
);
561 int rot
= random_upto(rs
, 4);
562 tile(state
, x
, y
) = ROT(orig
, rot
);
567 * And now choose barrier locations. (We carefully do this
568 * _after_ shuffling, so that changing the barrier rate in the
569 * params while keeping the game seed the same will give the
570 * same shuffled grid and _only_ change the barrier locations.
571 * Also the way we choose barrier locations, by repeatedly
572 * choosing one possibility from the list until we have enough,
573 * is designed to ensure that raising the barrier rate while
574 * keeping the seed the same will provide a superset of the
575 * previous barrier set - i.e. if you ask for 10 barriers, and
576 * then decide that's still too hard and ask for 20, you'll get
577 * the original 10 plus 10 more, rather than getting 20 new
578 * ones and the chance of remembering your first 10.)
580 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
581 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
583 while (nbarriers
> 0) {
586 int x1
, y1
, d1
, x2
, y2
, d2
;
589 * Extract a randomly chosen barrier from the list.
591 i
= random_upto(rs
, count234(barriers
));
592 xyd
= delpos234(barriers
, i
);
601 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
604 barrier(state
, x1
, y1
) |= d1
;
605 barrier(state
, x2
, y2
) |= d2
;
611 * Clean up the rest of the barrier list.
616 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
619 freetree234(barriers
);
623 * Set up the barrier corner flags, for drawing barriers
624 * prettily when they meet.
626 for (y
= 0; y
< state
->height
; y
++) {
627 for (x
= 0; x
< state
->width
; x
++) {
630 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
632 int x1
, y1
, x2
, y2
, x3
, y3
;
635 if (!(barrier(state
, x
, y
) & dir
))
638 if (barrier(state
, x
, y
) & dir2
)
641 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
642 if (x1
>= 0 && x1
< state
->width
&&
643 y1
>= 0 && y1
< state
->height
&&
644 (barrier(state
, x1
, y1
) & dir2
))
647 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
648 if (x2
>= 0 && x2
< state
->width
&&
649 y2
>= 0 && y2
< state
->height
&&
650 (barrier(state
, x2
, y2
) & dir
))
654 barrier(state
, x
, y
) |= (dir
<< 4);
655 if (x1
>= 0 && x1
< state
->width
&&
656 y1
>= 0 && y1
< state
->height
)
657 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
658 if (x2
>= 0 && x2
< state
->width
&&
659 y2
>= 0 && y2
< state
->height
)
660 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
661 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
662 if (x3
>= 0 && x3
< state
->width
&&
663 y3
>= 0 && y3
< state
->height
)
664 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
675 static game_state
*dup_game(game_state
*state
)
679 ret
= snew(game_state
);
680 ret
->width
= state
->width
;
681 ret
->height
= state
->height
;
684 ret
->wrapping
= state
->wrapping
;
685 ret
->completed
= state
->completed
;
686 ret
->last_rotate_dir
= state
->last_rotate_dir
;
687 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
688 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
689 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
690 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
695 static void free_game(game_state
*state
)
698 sfree(state
->barriers
);
702 static char *game_text_format(game_state
*state
)
707 /* ----------------------------------------------------------------------
712 * Compute which squares are reachable from the centre square, as a
713 * quick visual aid to determining how close the game is to
714 * completion. This is also a simple way to tell if the game _is_
715 * completed - just call this function and see whether every square
718 static unsigned char *compute_active(game_state
*state
)
720 unsigned char *active
;
724 active
= snewn(state
->width
* state
->height
, unsigned char);
725 memset(active
, 0, state
->width
* state
->height
);
728 * We only store (x,y) pairs in todo, but it's easier to reuse
729 * xyd_cmp and just store direction 0 every time.
731 todo
= newtree234(xyd_cmp
);
732 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
733 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
735 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
736 int x1
, y1
, d1
, x2
, y2
, d2
;
742 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
743 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
747 * If the next tile in this direction is connected to
748 * us, and there isn't a barrier in the way, and it
749 * isn't already marked active, then mark it active and
750 * add it to the to-examine list.
752 if ((tile(state
, x1
, y1
) & d1
) &&
753 (tile(state
, x2
, y2
) & d2
) &&
754 !(barrier(state
, x1
, y1
) & d1
) &&
755 !index(state
, active
, x2
, y2
)) {
756 index(state
, active
, x2
, y2
) = ACTIVE
;
757 add234(todo
, new_xyd(x2
, y2
, 0));
761 /* Now we expect the todo list to have shrunk to zero size. */
762 assert(count234(todo
) == 0);
771 random_state
*rs
; /* used for jumbling */
774 static game_ui
*new_ui(game_state
*state
)
778 game_ui
*ui
= snew(game_ui
);
779 ui
->cur_x
= state
->width
/ 2;
780 ui
->cur_y
= state
->height
/ 2;
781 ui
->cur_visible
= FALSE
;
782 get_random_seed(&seed
, &seedsize
);
783 ui
->rs
= random_init(seed
, seedsize
);
789 static void free_ui(game_ui
*ui
)
795 /* ----------------------------------------------------------------------
798 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
799 int x
, int y
, int button
)
801 game_state
*ret
, *nullret
;
806 if (button
== LEFT_BUTTON
||
807 button
== MIDDLE_BUTTON
||
808 button
== RIGHT_BUTTON
) {
810 if (ui
->cur_visible
) {
811 ui
->cur_visible
= FALSE
;
816 * The button must have been clicked on a valid tile.
818 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
819 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
824 if (tx
>= state
->width
|| ty
>= state
->height
)
826 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
827 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
829 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
830 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
831 if (button
== CURSOR_UP
&& ui
->cur_y
> 0)
833 else if (button
== CURSOR_DOWN
&& ui
->cur_y
< state
->height
-1)
835 else if (button
== CURSOR_LEFT
&& ui
->cur_x
> 0)
837 else if (button
== CURSOR_RIGHT
&& ui
->cur_x
< state
->width
-1)
840 return nullret
; /* no cursor movement */
841 ui
->cur_visible
= TRUE
;
842 return state
; /* UI activity has occurred */
843 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
844 button
== 'A' || button
== 'S' || button
== 'D') {
847 if (button
== 'a' || button
== 'A')
848 button
= LEFT_BUTTON
;
849 else if (button
== 's' || button
== 'S')
850 button
= MIDDLE_BUTTON
;
851 else if (button
== 'd' || button
== 'D')
852 button
= RIGHT_BUTTON
;
853 ui
->cur_visible
= TRUE
;
854 } else if (button
== 'j' || button
== 'J') {
855 /* XXX should we have some mouse control for this? */
856 button
= 'J'; /* canonify */
857 tx
= ty
= -1; /* shut gcc up :( */
862 * The middle button locks or unlocks a tile. (A locked tile
863 * cannot be turned, and is visually marked as being locked.
864 * This is a convenience for the player, so that once they are
865 * sure which way round a tile goes, they can lock it and thus
866 * avoid forgetting later on that they'd already done that one;
867 * and the locking also prevents them turning the tile by
868 * accident. If they change their mind, another middle click
871 if (button
== MIDDLE_BUTTON
) {
873 ret
= dup_game(state
);
874 tile(ret
, tx
, ty
) ^= LOCKED
;
875 ret
->last_rotate_dir
= 0;
878 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
881 * The left and right buttons have no effect if clicked on a
884 if (tile(state
, tx
, ty
) & LOCKED
)
888 * Otherwise, turn the tile one way or the other. Left button
889 * turns anticlockwise; right button turns clockwise.
891 ret
= dup_game(state
);
892 orig
= tile(ret
, tx
, ty
);
893 if (button
== LEFT_BUTTON
) {
894 tile(ret
, tx
, ty
) = A(orig
);
895 ret
->last_rotate_dir
= +1;
897 tile(ret
, tx
, ty
) = C(orig
);
898 ret
->last_rotate_dir
= -1;
901 } else if (button
== 'J') {
904 * Jumble all unlocked tiles to random orientations.
907 ret
= dup_game(state
);
908 for (jy
= 0; jy
< ret
->height
; jy
++) {
909 for (jx
= 0; jx
< ret
->width
; jx
++) {
910 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
911 int rot
= random_upto(ui
->rs
, 4);
912 orig
= tile(ret
, jx
, jy
);
913 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
917 ret
->last_rotate_dir
= 0; /* suppress animation */
922 * Check whether the game has been completed.
925 unsigned char *active
= compute_active(ret
);
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
= TRUE
;
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
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
978 *y
= 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 * Locked tiles are a grey in between those two.
1032 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1033 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1034 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1039 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1042 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1043 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1044 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1045 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1046 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1049 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1052 int mx
= (x1
< x2 ? x1
: x2
);
1053 int my
= (y1
< y2 ? y1
: y2
);
1054 int dx
= (x2
+ x1
- 2*mx
+ 1);
1055 int dy
= (y2
+ y1
- 2*my
+ 1);
1057 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1060 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1062 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1063 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1064 int x1
, y1
, dx
, dy
, dir2
;
1069 dx
= X(dir
) + X(dir2
);
1070 dy
= Y(dir
) + Y(dir2
);
1071 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1072 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1075 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1076 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1078 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1079 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1082 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1083 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1088 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1090 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1091 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1094 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1095 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1096 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1097 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1100 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1102 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1106 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1107 float angle
, int cursor
)
1109 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1110 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1112 float cx
, cy
, ex
, ey
, tx
, ty
;
1113 int dir
, col
, phase
;
1116 * When we draw a single tile, we must draw everything up to
1117 * and including the borders around the tile. This means that
1118 * if the neighbouring tiles have connections to those borders,
1119 * we must draw those connections on the borders themselves.
1121 * This would be terribly fiddly if we ever had to draw a tile
1122 * while its neighbour was in mid-rotate, because we'd have to
1123 * arrange to _know_ that the neighbour was being rotated and
1124 * hence had an anomalous effect on the redraw of this tile.
1125 * Fortunately, the drawing algorithm avoids ever calling us in
1126 * this circumstance: we're either drawing lots of straight
1127 * tiles at game start or after a move is complete, or we're
1128 * repeatedly drawing only the rotating tile. So no problem.
1132 * So. First blank the tile out completely: draw a big
1133 * rectangle in border colour, and a smaller rectangle in
1134 * background colour to fill it in.
1136 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1138 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1139 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1140 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
1143 * Draw an inset outline rectangle as a cursor, in whichever of
1144 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
1148 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1149 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1150 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1151 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1152 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1153 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1154 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1155 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1156 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1157 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1158 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1159 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1163 * Set up the rotation matrix.
1165 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
1166 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
1167 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
1168 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
1173 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1174 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1175 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1177 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1178 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1179 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1180 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1181 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
1185 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1187 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1188 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1189 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1190 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1191 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
1196 * Draw the box in the middle. We do this in blue if the tile
1197 * is an unpowered endpoint, in cyan if the tile is a powered
1198 * endpoint, in black if the tile is the centrepiece, and
1199 * otherwise not at all.
1202 if (x
== state
->cx
&& y
== state
->cy
)
1204 else if (COUNT(tile
) == 1) {
1205 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1210 points
[0] = +1; points
[1] = +1;
1211 points
[2] = +1; points
[3] = -1;
1212 points
[4] = -1; points
[5] = -1;
1213 points
[6] = -1; points
[7] = +1;
1215 for (i
= 0; i
< 8; i
+= 2) {
1216 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1217 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1218 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1219 points
[i
] = bx
+(int)(cx
+tx
);
1220 points
[i
+1] = by
+(int)(cy
+ty
);
1223 draw_polygon(fe
, points
, 4, TRUE
, col
);
1224 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1228 * Draw the points on the border if other tiles are connected
1231 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1232 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1240 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1243 if (!(tile(state
, ox
, oy
) & F(dir
)))
1246 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1247 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1248 lx
= dx
* (TILE_BORDER
-1);
1249 ly
= dy
* (TILE_BORDER
-1);
1253 if (angle
== 0.0 && (tile
& dir
)) {
1255 * If we are fully connected to the other tile, we must
1256 * draw right across the tile border. (We can use our
1257 * own ACTIVE state to determine what colour to do this
1258 * in: if we are fully connected to the other tile then
1259 * the two ACTIVE states will be the same.)
1261 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1262 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1263 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1266 * The other tile extends into our border, but isn't
1267 * actually connected to us. Just draw a single black
1270 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1275 * Draw barrier corners, and then barriers.
1277 for (phase
= 0; phase
< 2; phase
++) {
1278 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1279 if (barrier(state
, x
, y
) & (dir
<< 4))
1280 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1281 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1282 if (barrier(state
, x
, y
) & dir
)
1283 draw_barrier(fe
, x
, y
, dir
, phase
);
1286 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1289 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1290 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
1292 int x
, y
, tx
, ty
, frame
, last_rotate_dir
;
1293 unsigned char *active
;
1297 * Clear the screen and draw the exterior barrier lines if this
1298 * is our first call.
1306 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1307 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1309 draw_update(fe
, 0, 0,
1310 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1311 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1313 for (phase
= 0; phase
< 2; phase
++) {
1315 for (x
= 0; x
< ds
->width
; x
++) {
1316 if (barrier(state
, x
, 0) & UL
)
1317 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1318 if (barrier(state
, x
, 0) & RU
)
1319 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1320 if (barrier(state
, x
, 0) & U
)
1321 draw_barrier(fe
, x
, -1, D
, phase
);
1322 if (barrier(state
, x
, ds
->height
-1) & DR
)
1323 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1324 if (barrier(state
, x
, ds
->height
-1) & LD
)
1325 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1326 if (barrier(state
, x
, ds
->height
-1) & D
)
1327 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1330 for (y
= 0; y
< ds
->height
; y
++) {
1331 if (barrier(state
, 0, y
) & UL
)
1332 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1333 if (barrier(state
, 0, y
) & LD
)
1334 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1335 if (barrier(state
, 0, y
) & L
)
1336 draw_barrier(fe
, -1, y
, R
, phase
);
1337 if (barrier(state
, ds
->width
-1, y
) & RU
)
1338 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1339 if (barrier(state
, ds
->width
-1, y
) & DR
)
1340 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1341 if (barrier(state
, ds
->width
-1, y
) & R
)
1342 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1348 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
1349 state
->last_rotate_dir
;
1350 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
1352 * We're animating a single tile rotation. Find the turning tile,
1355 for (x
= 0; x
< oldstate
->width
; x
++)
1356 for (y
= 0; y
< oldstate
->height
; y
++)
1357 if ((tile(oldstate
, x
, y
) ^ tile(state
, x
, y
)) & 0xF) {
1359 goto break_label
; /* leave both loops at once */
1364 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
1372 * We're animating a completion flash. Find which frame
1375 frame
= (int)(ft
/ FLASH_FRAME
);
1379 * Draw any tile which differs from the way it was last drawn.
1381 active
= compute_active(state
);
1383 for (x
= 0; x
< ds
->width
; x
++)
1384 for (y
= 0; y
< ds
->height
; y
++) {
1385 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1388 * In a completion flash, we adjust the LOCKED bit
1389 * depending on our distance from the centre point and
1393 int xdist
, ydist
, dist
;
1394 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1395 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1396 dist
= (xdist
> ydist ? xdist
: ydist
);
1398 if (frame
>= dist
&& frame
< dist
+4) {
1399 int lock
= (frame
- dist
) & 1;
1400 lock
= lock ? LOCKED
: 0;
1401 c
= (c
&~ LOCKED
) | lock
;
1405 if (index(state
, ds
->visible
, x
, y
) != c
||
1406 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1407 (x
== tx
&& y
== ty
) ||
1408 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)) {
1409 draw_tile(fe
, state
, x
, y
, c
,
1410 (x
== tx
&& y
== ty ? angle
: 0.0F
),
1411 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
));
1412 if ((x
== tx
&& y
== ty
) ||
1413 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
))
1414 index(state
, ds
->visible
, x
, y
) = 0xFF;
1416 index(state
, ds
->visible
, x
, y
) = c
;
1421 * Update the status bar.
1424 char statusbuf
[256];
1427 n
= state
->width
* state
->height
;
1428 for (i
= a
= 0; i
< n
; i
++)
1432 sprintf(statusbuf
, "%sActive: %d/%d",
1433 (state
->completed ?
"COMPLETED! " : ""), a
, n
);
1435 status_bar(fe
, statusbuf
);
1441 static float game_anim_length(game_state
*oldstate
,
1442 game_state
*newstate
, int dir
)
1444 int x
, y
, last_rotate_dir
;
1447 * Don't animate if last_rotate_dir is zero.
1449 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
1450 newstate
->last_rotate_dir
;
1451 if (last_rotate_dir
) {
1454 * If there's a tile which has been rotated, allow time to
1455 * animate its rotation.
1457 for (x
= 0; x
< oldstate
->width
; x
++)
1458 for (y
= 0; y
< oldstate
->height
; y
++)
1459 if ((tile(oldstate
, x
, y
) ^ tile(newstate
, x
, y
)) & 0xF) {
1468 static float game_flash_length(game_state
*oldstate
,
1469 game_state
*newstate
, int dir
)
1472 * If the game has just been completed, we display a completion
1475 if (!oldstate
->completed
&& newstate
->completed
) {
1478 if (size
< newstate
->cx
+1)
1479 size
= newstate
->cx
+1;
1480 if (size
< newstate
->cy
+1)
1481 size
= newstate
->cy
+1;
1482 if (size
< newstate
->width
- newstate
->cx
)
1483 size
= newstate
->width
- newstate
->cx
;
1484 if (size
< newstate
->height
- newstate
->cy
)
1485 size
= newstate
->height
- newstate
->cy
;
1486 return FLASH_FRAME
* (size
+4);
1492 static int game_wants_statusbar(void)
1501 const struct game thegame
= {
1509 TRUE
, game_configure
, custom_params
,
1516 FALSE
, game_text_format
,
1523 game_free_drawstate
,
1527 game_wants_statusbar
,