2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
16 const char *const game_name
= "Netslide";
17 const int game_can_configure
= TRUE
;
19 #define PI 3.141592653589793238462643383279502884197169399
21 #define MATMUL(xr,yr,m,x,y) do { \
22 float rx, ry, xx = (x), yy = (y), *mat = (m); \
23 rx = mat[0] * xx + mat[2] * yy; \
24 ry = mat[1] * xx + mat[3] * yy; \
25 (xr) = rx; (yr) = ry; \
28 /* Direction and other bitfields */
35 /* Corner flags go in the barriers array */
41 /* Get tile at given coordinate */
42 #define T(state, x, y) ( (y) * (state)->width + (x) )
44 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
45 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
46 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
47 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
48 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
49 ((n)&3) == 1 ? A(x) : \
50 ((n)&3) == 2 ? F(x) : C(x) )
52 /* X and Y displacements */
53 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
54 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
57 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
58 (((x) & 0x02) >> 1) + ((x) & 0x01) )
61 #define BORDER TILE_SIZE
63 #define WINDOW_OFFSET 0
65 #define ANIM_TIME 0.13F
66 #define FLASH_FRAME 0.07F
85 float barrier_probability
;
89 int width
, height
, cx
, cy
, wrapping
, completed
;
92 /* position (row or col number, starting at 0) of last move. */
93 int last_move_row
, last_move_col
;
95 /* direction of last move: +1 or -1 */
99 unsigned char *barriers
;
102 #define OFFSET(x2,y2,x1,y1,dir,state) \
103 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
104 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
106 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
107 #define tile(state, x, y) index(state, (state)->tiles, x, y)
108 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
114 static int xyd_cmp(void *av
, void *bv
) {
115 struct xyd
*a
= (struct xyd
*)av
;
116 struct xyd
*b
= (struct xyd
*)bv
;
125 if (a
->direction
< b
->direction
)
127 if (a
->direction
> b
->direction
)
132 static struct xyd
*new_xyd(int x
, int y
, int direction
)
134 struct xyd
*xyd
= snew(struct xyd
);
137 xyd
->direction
= direction
;
141 void slide_col(game_state
*state
, int dir
, int col
);
142 void slide_row(game_state
*state
, int dir
, int row
);
144 /* ----------------------------------------------------------------------
145 * Manage game parameters.
147 game_params
*default_params(void)
149 game_params
*ret
= snew(game_params
);
153 ret
->wrapping
= FALSE
;
154 ret
->barrier_probability
= 1.0;
159 int game_fetch_preset(int i
, char **name
, game_params
**params
)
163 static const struct { int x
, y
, wrap
, bprob
; const char* desc
; } values
[] = {
164 {3, 3, FALSE
, 1.0, " easy"},
165 {3, 3, FALSE
, 0.0, " medium"},
166 {3, 3, TRUE
, 0.0, " hard"},
167 {4, 4, FALSE
, 1.0, " easy"},
168 {4, 4, FALSE
, 0.0, " medium"},
169 {4, 4, TRUE
, 0.0, " hard"},
170 {5, 5, FALSE
, 1.0, " easy"},
171 {5, 5, FALSE
, 0.0, " medium"},
172 {5, 5, TRUE
, 0.0, " hard"},
175 if (i
< 0 || i
>= lenof(values
))
178 ret
= snew(game_params
);
179 ret
->width
= values
[i
].x
;
180 ret
->height
= values
[i
].y
;
181 ret
->wrapping
= values
[i
].wrap
;
182 ret
->barrier_probability
= values
[i
].bprob
;
184 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
192 void free_params(game_params
*params
)
197 game_params
*dup_params(game_params
*params
)
199 game_params
*ret
= snew(game_params
);
200 *ret
= *params
; /* structure copy */
204 game_params
*decode_params(char const *string
)
206 game_params
*ret
= default_params();
207 char const *p
= string
;
209 ret
->wrapping
= FALSE
;
210 ret
->barrier_probability
= 0.0;
212 ret
->width
= atoi(p
);
213 while (*p
&& isdigit(*p
)) p
++;
216 ret
->height
= atoi(p
);
217 while (*p
&& isdigit(*p
)) p
++;
218 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
221 ret
->barrier_probability
= atof(p
+1);
223 ret
->height
= ret
->width
;
229 char *encode_params(game_params
*params
)
234 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
235 if (params
->wrapping
)
237 if (params
->barrier_probability
)
238 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
239 assert(len
< lenof(ret
));
245 config_item
*game_configure(game_params
*params
)
250 ret
= snewn(5, config_item
);
252 ret
[0].name
= "Width";
253 ret
[0].type
= C_STRING
;
254 sprintf(buf
, "%d", params
->width
);
255 ret
[0].sval
= dupstr(buf
);
258 ret
[1].name
= "Height";
259 ret
[1].type
= C_STRING
;
260 sprintf(buf
, "%d", params
->height
);
261 ret
[1].sval
= dupstr(buf
);
264 ret
[2].name
= "Walls wrap around";
265 ret
[2].type
= C_BOOLEAN
;
267 ret
[2].ival
= params
->wrapping
;
269 ret
[3].name
= "Barrier probability";
270 ret
[3].type
= C_STRING
;
271 sprintf(buf
, "%g", params
->barrier_probability
);
272 ret
[3].sval
= dupstr(buf
);
283 game_params
*custom_params(config_item
*cfg
)
285 game_params
*ret
= snew(game_params
);
287 ret
->width
= atoi(cfg
[0].sval
);
288 ret
->height
= atoi(cfg
[1].sval
);
289 ret
->wrapping
= cfg
[2].ival
;
290 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
295 char *validate_params(game_params
*params
)
297 if (params
->width
<= 1 && params
->height
<= 1)
298 return "Width and height must both be greater than one";
299 if (params
->width
<= 1)
300 return "Width must be greater than one";
301 if (params
->height
<= 1)
302 return "Height must be greater than one";
303 if (params
->barrier_probability
< 0)
304 return "Barrier probability may not be negative";
305 if (params
->barrier_probability
> 1)
306 return "Barrier probability may not be greater than 1";
310 /* ----------------------------------------------------------------------
311 * Randomly select a new game seed.
314 char *new_game_seed(game_params
*params
, random_state
*rs
)
317 * The full description of a Net game is far too large to
318 * encode directly in the seed, so by default we'll have to go
319 * for the simple approach of providing a random-number seed.
321 * (This does not restrict me from _later on_ inventing a seed
322 * string syntax which can never be generated by this code -
323 * for example, strings beginning with a letter - allowing me
324 * to type in a precise game, and have new_game detect it and
325 * understand it and do something completely different.)
328 sprintf(buf
, "%lu", random_bits(rs
, 32));
332 char *validate_seed(game_params
*params
, char *seed
)
335 * Since any string at all will suffice to seed the RNG, there
336 * is no validation required.
341 /* ----------------------------------------------------------------------
342 * Construct an initial game state, given a seed and parameters.
345 game_state
*new_game(game_params
*params
, char *seed
)
349 tree234
*possibilities
, *barriers
;
350 int w
, h
, x
, y
, nbarriers
;
352 assert(params
->width
> 0 && params
->height
> 0);
353 assert(params
->width
> 1 || params
->height
> 1);
356 * Create a blank game state.
358 state
= snew(game_state
);
359 w
= state
->width
= params
->width
;
360 h
= state
->height
= params
->height
;
361 state
->cx
= state
->width
/ 2;
362 state
->cy
= state
->height
/ 2;
363 state
->wrapping
= params
->wrapping
;
364 state
->completed
= 0;
365 state
->move_count
= 0;
366 state
->last_move_row
= -1;
367 state
->last_move_col
= -1;
368 state
->last_move_dir
= 0;
369 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
370 memset(state
->tiles
, 0, state
->width
* state
->height
);
371 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
372 memset(state
->barriers
, 0, state
->width
* state
->height
);
375 * Set up border barriers if this is a non-wrapping game.
377 if (!state
->wrapping
) {
378 for (x
= 0; x
< state
->width
; x
++) {
379 barrier(state
, x
, 0) |= U
;
380 barrier(state
, x
, state
->height
-1) |= D
;
382 for (y
= 0; y
< state
->height
; y
++) {
383 barrier(state
, 0, y
) |= L
;
384 barrier(state
, state
->width
-1, y
) |= R
;
389 * Seed the internal random number generator.
391 rs
= random_init(seed
, strlen(seed
));
394 * Construct the unshuffled grid.
396 * To do this, we simply start at the centre point, repeatedly
397 * choose a random possibility out of the available ways to
398 * extend a used square into an unused one, and do it. After
399 * extending the third line out of a square, we remove the
400 * fourth from the possibilities list to avoid any full-cross
401 * squares (which would make the game too easy because they
402 * only have one orientation).
404 * The slightly worrying thing is the avoidance of full-cross
405 * squares. Can this cause our unsophisticated construction
406 * algorithm to paint itself into a corner, by getting into a
407 * situation where there are some unreached squares and the
408 * only way to reach any of them is to extend a T-piece into a
411 * Answer: no it can't, and here's a proof.
413 * Any contiguous group of such unreachable squares must be
414 * surrounded on _all_ sides by T-pieces pointing away from the
415 * group. (If not, then there is a square which can be extended
416 * into one of the `unreachable' ones, and so it wasn't
417 * unreachable after all.) In particular, this implies that
418 * each contiguous group of unreachable squares must be
419 * rectangular in shape (any deviation from that yields a
420 * non-T-piece next to an `unreachable' square).
422 * So we have a rectangle of unreachable squares, with T-pieces
423 * forming a solid border around the rectangle. The corners of
424 * that border must be connected (since every tile connects all
425 * the lines arriving in it), and therefore the border must
426 * form a closed loop around the rectangle.
428 * But this can't have happened in the first place, since we
429 * _know_ we've avoided creating closed loops! Hence, no such
430 * situation can ever arise, and the naive grid construction
431 * algorithm will guaranteeably result in a complete grid
432 * containing no unreached squares, no full crosses _and_ no
435 possibilities
= newtree234(xyd_cmp
);
437 if (state
->cx
+1 < state
->width
)
438 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
439 if (state
->cy
-1 >= 0)
440 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
441 if (state
->cx
-1 >= 0)
442 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
443 if (state
->cy
+1 < state
->height
)
444 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
446 while (count234(possibilities
) > 0) {
449 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
452 * Extract a randomly chosen possibility from the list.
454 i
= random_upto(rs
, count234(possibilities
));
455 xyd
= delpos234(possibilities
, i
);
461 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
464 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
465 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
469 * Make the connection. (We should be moving to an as yet
472 tile(state
, x1
, y1
) |= d1
;
473 assert(tile(state
, x2
, y2
) == 0);
474 tile(state
, x2
, y2
) |= d2
;
477 * If we have created a T-piece, remove its last
480 if (COUNT(tile(state
, x1
, y1
)) == 3) {
481 struct xyd xyd1
, *xydp
;
485 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
487 xydp
= find234(possibilities
, &xyd1
, NULL
);
491 printf("T-piece; removing (%d,%d,%c)\n",
492 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
494 del234(possibilities
, xydp
);
500 * Remove all other possibilities that were pointing at the
501 * tile we've just moved into.
503 for (d
= 1; d
< 0x10; d
<<= 1) {
505 struct xyd xyd1
, *xydp
;
507 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
514 xydp
= find234(possibilities
, &xyd1
, NULL
);
518 printf("Loop avoidance; removing (%d,%d,%c)\n",
519 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
521 del234(possibilities
, xydp
);
527 * Add new possibilities to the list for moving _out_ of
528 * the tile we have just moved into.
530 for (d
= 1; d
< 0x10; d
<<= 1) {
534 continue; /* we've got this one already */
536 if (!state
->wrapping
) {
537 if (d
== U
&& y2
== 0)
539 if (d
== D
&& y2
== state
->height
-1)
541 if (d
== L
&& x2
== 0)
543 if (d
== R
&& x2
== state
->width
-1)
547 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
549 if (tile(state
, x3
, y3
))
550 continue; /* this would create a loop */
553 printf("New frontier; adding (%d,%d,%c)\n",
554 x2
, y2
, "0RU3L567D9abcdef"[d
]);
556 add234(possibilities
, new_xyd(x2
, y2
, d
));
559 /* Having done that, we should have no possibilities remaining. */
560 assert(count234(possibilities
) == 0);
561 freetree234(possibilities
);
564 * Now compute a list of the possible barrier locations.
566 barriers
= newtree234(xyd_cmp
);
567 for (y
= 0; y
< state
->height
; y
++) {
568 for (x
= 0; x
< state
->width
; x
++) {
570 if (!(tile(state
, x
, y
) & R
) &&
571 (state
->wrapping
|| x
< state
->width
-1))
572 add234(barriers
, new_xyd(x
, y
, R
));
573 if (!(tile(state
, x
, y
) & D
) &&
574 (state
->wrapping
|| y
< state
->height
-1))
575 add234(barriers
, new_xyd(x
, y
, D
));
580 * Now shuffle the grid.
581 * FIXME - this simply does a set of random moves to shuffle the pieces.
582 * A better way would be to number all the pieces, generate a placement
583 * for all the numbers as for "sixteen", observing parity constraints if
584 * neccessary, and then place the pieces according to their numbering.
585 * BUT - I'm not sure if this will work, since we disallow movement of
586 * the middle row and column.
590 int cols
= state
->width
- 1;
591 int rows
= state
->height
- 1;
592 for (i
= 0; i
< cols
* rows
* 2; i
++) {
593 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
594 int dir
= random_upto(rs
, 4);
596 int col
= random_upto(rs
, cols
);
597 if (col
>= state
->cx
) col
+= 1;
598 slide_col(state
, 1 - dir
, col
);
600 int row
= random_upto(rs
, rows
);
601 if (row
>= state
->cy
) row
+= 1;
602 slide_row(state
, 2 - dir
, row
);
608 * And now choose barrier locations. (We carefully do this
609 * _after_ shuffling, so that changing the barrier rate in the
610 * params while keeping the game seed the same will give the
611 * same shuffled grid and _only_ change the barrier locations.
612 * Also the way we choose barrier locations, by repeatedly
613 * choosing one possibility from the list until we have enough,
614 * is designed to ensure that raising the barrier rate while
615 * keeping the seed the same will provide a superset of the
616 * previous barrier set - i.e. if you ask for 10 barriers, and
617 * then decide that's still too hard and ask for 20, you'll get
618 * the original 10 plus 10 more, rather than getting 20 new
619 * ones and the chance of remembering your first 10.)
621 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
622 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
624 while (nbarriers
> 0) {
627 int x1
, y1
, d1
, x2
, y2
, d2
;
630 * Extract a randomly chosen barrier from the list.
632 i
= random_upto(rs
, count234(barriers
));
633 xyd
= delpos234(barriers
, i
);
642 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
645 barrier(state
, x1
, y1
) |= d1
;
646 barrier(state
, x2
, y2
) |= d2
;
652 * Clean up the rest of the barrier list.
657 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
660 freetree234(barriers
);
664 * Set up the barrier corner flags, for drawing barriers
665 * prettily when they meet.
667 for (y
= 0; y
< state
->height
; y
++) {
668 for (x
= 0; x
< state
->width
; x
++) {
671 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
673 int x1
, y1
, x2
, y2
, x3
, y3
;
676 if (!(barrier(state
, x
, y
) & dir
))
679 if (barrier(state
, x
, y
) & dir2
)
682 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
683 if (x1
>= 0 && x1
< state
->width
&&
684 y1
>= 0 && y1
< state
->height
&&
685 (barrier(state
, x1
, y1
) & dir2
))
688 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
689 if (x2
>= 0 && x2
< state
->width
&&
690 y2
>= 0 && y2
< state
->height
&&
691 (barrier(state
, x2
, y2
) & dir
))
695 barrier(state
, x
, y
) |= (dir
<< 4);
696 if (x1
>= 0 && x1
< state
->width
&&
697 y1
>= 0 && y1
< state
->height
)
698 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
699 if (x2
>= 0 && x2
< state
->width
&&
700 y2
>= 0 && y2
< state
->height
)
701 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
702 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
703 if (x3
>= 0 && x3
< state
->width
&&
704 y3
>= 0 && y3
< state
->height
)
705 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
716 game_state
*dup_game(game_state
*state
)
720 ret
= snew(game_state
);
721 ret
->width
= state
->width
;
722 ret
->height
= state
->height
;
725 ret
->wrapping
= state
->wrapping
;
726 ret
->completed
= state
->completed
;
727 ret
->move_count
= state
->move_count
;
728 ret
->last_move_row
= state
->last_move_row
;
729 ret
->last_move_col
= state
->last_move_col
;
730 ret
->last_move_dir
= state
->last_move_dir
;
731 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
732 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
733 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
734 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
739 void free_game(game_state
*state
)
742 sfree(state
->barriers
);
746 /* ----------------------------------------------------------------------
751 * Compute which squares are reachable from the centre square, as a
752 * quick visual aid to determining how close the game is to
753 * completion. This is also a simple way to tell if the game _is_
754 * completed - just call this function and see whether every square
757 * squares in the moving_row and moving_col are always inactive - this
758 * is so that "current" doesn't appear to jump across moving lines.
760 static unsigned char *compute_active(game_state
*state
,
761 int moving_row
, int moving_col
)
763 unsigned char *active
;
767 active
= snewn(state
->width
* state
->height
, unsigned char);
768 memset(active
, 0, state
->width
* state
->height
);
771 * We only store (x,y) pairs in todo, but it's easier to reuse
772 * xyd_cmp and just store direction 0 every time.
774 todo
= newtree234(xyd_cmp
);
775 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
776 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
778 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
779 int x1
, y1
, d1
, x2
, y2
, d2
;
785 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
786 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
790 * If the next tile in this direction is connected to
791 * us, and there isn't a barrier in the way, and it
792 * isn't already marked active, then mark it active and
793 * add it to the to-examine list.
795 if ((x2
!= moving_col
&& y2
!= moving_row
) &&
796 (tile(state
, x1
, y1
) & d1
) &&
797 (tile(state
, x2
, y2
) & d2
) &&
798 !(barrier(state
, x1
, y1
) & d1
) &&
799 !index(state
, active
, x2
, y2
)) {
800 index(state
, active
, x2
, y2
) = ACTIVE
;
801 add234(todo
, new_xyd(x2
, y2
, 0));
805 /* Now we expect the todo list to have shrunk to zero size. */
806 assert(count234(todo
) == 0);
817 game_ui
*new_ui(game_state
*state
)
819 game_ui
*ui
= snew(game_ui
);
820 ui
->cur_x
= state
->width
/ 2;
821 ui
->cur_y
= state
->height
/ 2;
822 ui
->cur_visible
= FALSE
;
827 void free_ui(game_ui
*ui
)
832 /* ----------------------------------------------------------------------
836 void slide_row(game_state
*state
, int dir
, int row
)
838 int x
= dir
> 0 ?
-1 : state
->width
;
840 int n
= state
->width
- 1;
841 unsigned char endtile
= state
->tiles
[T(state
, tx
, row
)];
844 tx
= (x
+ dir
+ state
->width
) % state
->width
;
845 state
->tiles
[T(state
, x
, row
)] = state
->tiles
[T(state
, tx
, row
)];
847 state
->tiles
[T(state
, tx
, row
)] = endtile
;
850 void slide_col(game_state
*state
, int dir
, int col
)
852 int y
= dir
> 0 ?
-1 : state
->height
;
854 int n
= state
->height
- 1;
855 unsigned char endtile
= state
->tiles
[T(state
, col
, ty
)];
858 ty
= (y
+ dir
+ state
->height
) % state
->height
;
859 state
->tiles
[T(state
, col
, y
)] = state
->tiles
[T(state
, col
, ty
)];
861 state
->tiles
[T(state
, col
, ty
)] = endtile
;
864 game_state
*make_move(game_state
*state
, game_ui
*ui
, int x
, int y
, int button
)
870 if (button
!= LEFT_BUTTON
&& button
!= RIGHT_BUTTON
)
873 cx
= (x
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
874 cy
= (y
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
876 if (cy
>= 0 && cy
< state
->height
&& cy
!= state
->cy
)
878 if (cx
== -1) dx
= +1;
879 else if (cx
== state
->width
) dx
= -1;
884 else if (cx
>= 0 && cx
< state
->width
&& cx
!= state
->cx
)
886 if (cy
== -1) dy
= +1;
887 else if (cy
== state
->height
) dy
= -1;
895 /* reverse direction if right hand button is pressed */
896 if (button
== RIGHT_BUTTON
)
902 ret
= dup_game(state
);
904 if (dx
== 0) slide_col(ret
, dy
, cx
);
905 else slide_row(ret
, dx
, cy
);
908 ret
->last_move_row
= dx ? cy
: -1;
909 ret
->last_move_col
= dx ?
-1 : cx
;
910 ret
->last_move_dir
= dx
+ dy
;
913 * See if the game has been completed.
915 if (!ret
->completed
) {
916 unsigned char *active
= compute_active(ret
, -1, -1);
920 for (x1
= 0; x1
< ret
->width
; x1
++)
921 for (y1
= 0; y1
< ret
->height
; y1
++)
922 if (!index(ret
, active
, x1
, y1
)) {
924 goto break_label
; /* break out of two loops at once */
931 ret
->completed
= ret
->move_count
;
937 /* ----------------------------------------------------------------------
938 * Routines for drawing the game position on the screen.
941 struct game_drawstate
{
944 unsigned char *visible
;
947 game_drawstate
*game_new_drawstate(game_state
*state
)
949 game_drawstate
*ds
= snew(game_drawstate
);
952 ds
->width
= state
->width
;
953 ds
->height
= state
->height
;
954 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
955 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
960 void game_free_drawstate(game_drawstate
*ds
)
966 void game_size(game_params
*params
, int *x
, int *y
)
968 *x
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
969 *y
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
972 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
976 ret
= snewn(NCOLOURS
* 3, float);
977 *ncolours
= NCOLOURS
;
980 * Basic background colour is whatever the front end thinks is
981 * a sensible default.
983 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
988 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
989 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
990 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
993 * Powered wires and powered endpoints are cyan.
995 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
996 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
997 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1002 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1003 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1004 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1007 * Unpowered endpoints are blue.
1009 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1010 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1011 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1014 * Tile borders are a darker grey than the background.
1016 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1017 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1018 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1021 * Flashing tiles are a grey in between those two.
1023 ret
[COL_FLASHING
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1024 ret
[COL_FLASHING
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1025 ret
[COL_FLASHING
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1027 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
1028 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
1029 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
1030 ret
[COL_TEXT
* 3 + 0] = 0.0;
1031 ret
[COL_TEXT
* 3 + 1] = 0.0;
1032 ret
[COL_TEXT
* 3 + 2] = 0.0;
1037 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1040 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1041 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1042 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1043 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1044 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1047 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1050 int mx
= (x1
< x2 ? x1
: x2
);
1051 int my
= (y1
< y2 ? y1
: y2
);
1052 int dx
= (x2
+ x1
- 2*mx
+ 1);
1053 int dy
= (y2
+ y1
- 2*my
+ 1);
1055 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1058 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1060 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1061 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1062 int x1
, y1
, dx
, dy
, dir2
;
1067 dx
= X(dir
) + X(dir2
);
1068 dy
= Y(dir
) + Y(dir2
);
1069 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1070 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1073 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1074 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1076 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1077 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1080 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1081 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1086 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1088 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1089 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1092 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1093 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1094 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1095 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1098 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1100 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1104 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1105 float xshift
, float yshift
)
1107 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
+ (xshift
* TILE_SIZE
);
1108 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
+ (yshift
* TILE_SIZE
);
1109 float cx
, cy
, ex
, ey
;
1113 * When we draw a single tile, we must draw everything up to
1114 * and including the borders around the tile. This means that
1115 * if the neighbouring tiles have connections to those borders,
1116 * we must draw those connections on the borders themselves.
1118 * This would be terribly fiddly if we ever had to draw a tile
1119 * while its neighbour was in mid-rotate, because we'd have to
1120 * arrange to _know_ that the neighbour was being rotated and
1121 * hence had an anomalous effect on the redraw of this tile.
1122 * Fortunately, the drawing algorithm avoids ever calling us in
1123 * this circumstance: we're either drawing lots of straight
1124 * tiles at game start or after a move is complete, or we're
1125 * repeatedly drawing only the rotating tile. So no problem.
1129 * So. First blank the tile out completely: draw a big
1130 * rectangle in border colour, and a smaller rectangle in
1131 * background colour to fill it in.
1133 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1135 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1136 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1137 tile
& FLASHING ? COL_FLASHING
: COL_BACKGROUND
);
1142 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1143 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1144 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1146 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1147 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1148 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1149 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
),
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_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1158 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
), col
);
1163 * Draw the box in the middle. We do this in blue if the tile
1164 * is an unpowered endpoint, in cyan if the tile is a powered
1165 * endpoint, in black if the tile is the centrepiece, and
1166 * otherwise not at all.
1169 if (x
== state
->cx
&& y
== state
->cy
)
1171 else if (COUNT(tile
) == 1) {
1172 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1177 points
[0] = +1; points
[1] = +1;
1178 points
[2] = +1; points
[3] = -1;
1179 points
[4] = -1; points
[5] = -1;
1180 points
[6] = -1; points
[7] = +1;
1182 for (i
= 0; i
< 8; i
+= 2) {
1183 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1184 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1185 points
[i
] = bx
+(int)(cx
+ex
);
1186 points
[i
+1] = by
+(int)(cy
+ey
);
1189 draw_polygon(fe
, points
, 4, TRUE
, col
);
1190 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1194 * Draw the points on the border if other tiles are connected
1197 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1198 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1206 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1209 if (!(tile(state
, ox
, oy
) & F(dir
)))
1212 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1213 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1214 lx
= dx
* (TILE_BORDER
-1);
1215 ly
= dy
* (TILE_BORDER
-1);
1219 if (xshift
== 0.0 && yshift
== 0.0 && (tile
& dir
)) {
1221 * If we are fully connected to the other tile, we must
1222 * draw right across the tile border. (We can use our
1223 * own ACTIVE state to determine what colour to do this
1224 * in: if we are fully connected to the other tile then
1225 * the two ACTIVE states will be the same.)
1227 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1228 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1229 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1232 * The other tile extends into our border, but isn't
1233 * actually connected to us. Just draw a single black
1236 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1240 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1243 static void draw_tile_barriers(frontend
*fe
, game_state
*state
, int x
, int y
)
1247 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1248 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1250 * Draw barrier corners, and then barriers.
1252 for (phase
= 0; phase
< 2; phase
++) {
1253 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1254 if (barrier(state
, x
, y
) & (dir
<< 4))
1255 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1256 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1257 if (barrier(state
, x
, y
) & dir
)
1258 draw_barrier(fe
, x
, y
, dir
, phase
);
1261 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1264 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
1267 int ydy
= -xdx
, ydx
= xdy
;
1269 x
= x
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1270 y
= y
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1272 #define POINT(n, xx, yy) ( \
1273 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1274 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1276 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
1277 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
1278 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
1279 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
1280 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
1281 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
1282 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
1284 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
1285 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
1288 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1289 game_state
*state
, game_ui
*ui
, float t
, float ft
)
1291 int x
, y
, tx
, ty
, frame
;
1292 unsigned char *active
;
1297 * Clear the screen and draw the exterior barrier lines if this
1298 * is our first call.
1306 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1307 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1309 draw_update(fe
, 0, 0,
1310 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1311 BORDER
* 2 + 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
);
1347 * Arrows for making moves.
1349 for (x
= 0; x
< ds
->width
; x
++) {
1350 if (x
== state
->cx
) continue;
1351 draw_arrow(fe
, x
, 0, +1, 0);
1352 draw_arrow(fe
, x
+1, ds
->height
, -1, 0);
1354 for (y
= 0; y
< ds
->height
; y
++) {
1355 if (y
== state
->cy
) continue;
1356 draw_arrow(fe
, ds
->width
, y
, 0, +1);
1357 draw_arrow(fe
, 0, y
+1, 0, -1);
1361 /* Check if this is an undo. If so, we will need to run any animation
1364 if (oldstate
&& oldstate
->move_count
> state
->move_count
) {
1365 game_state
* tmpstate
= state
;
1367 oldstate
= tmpstate
;
1372 if (oldstate
&& (t
< ANIM_TIME
)) {
1374 * We're animating a slide, of row/column number
1375 * state->last_move_pos, in direction
1376 * state->last_move_dir
1378 xshift
= state
->last_move_row
== -1 ?
0.0 :
1379 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1380 yshift
= state
->last_move_col
== -1 ?
0.0 :
1381 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1387 * We're animating a completion flash. Find which frame
1390 frame
= (int)(ft
/ FLASH_FRAME
);
1394 * Draw any tile which differs from the way it was last drawn.
1396 if (xshift
!= 0.0 || yshift
!= 0.0) {
1397 active
= compute_active(state
,
1398 state
->last_move_row
, state
->last_move_col
);
1400 active
= compute_active(state
, -1, -1);
1404 BORDER
+ WINDOW_OFFSET
, BORDER
+ WINDOW_OFFSET
,
1405 TILE_SIZE
* state
->width
+ TILE_BORDER
,
1406 TILE_SIZE
* state
->height
+ TILE_BORDER
);
1408 for (x
= 0; x
< ds
->width
; x
++)
1409 for (y
= 0; y
< ds
->height
; y
++) {
1410 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1413 * In a completion flash, we adjust the FLASHING bit
1414 * depending on our distance from the centre point and
1418 int xdist
, ydist
, dist
;
1419 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1420 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1421 dist
= (xdist
> ydist ? xdist
: ydist
);
1423 if (frame
>= dist
&& frame
< dist
+4) {
1424 int flash
= (frame
- dist
) & 1;
1425 flash
= flash ? FLASHING
: 0;
1426 c
= (c
&~ FLASHING
) | flash
;
1430 if (index(state
, ds
->visible
, x
, y
) != c
||
1431 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1432 (x
== state
->last_move_col
|| y
== state
->last_move_row
))
1434 float xs
= (y
== state
->last_move_row ? xshift
: 0.0);
1435 float ys
= (x
== state
->last_move_col ? yshift
: 0.0);
1437 draw_tile(fe
, state
, x
, y
, c
, xs
, ys
);
1438 if (xs
< 0 && x
== 0)
1439 draw_tile(fe
, state
, state
->width
, y
, c
, xs
, ys
);
1440 else if (xs
> 0 && x
== state
->width
- 1)
1441 draw_tile(fe
, state
, -1, y
, c
, xs
, ys
);
1442 else if (ys
< 0 && y
== 0)
1443 draw_tile(fe
, state
, x
, state
->height
, c
, xs
, ys
);
1444 else if (ys
> 0 && y
== state
->height
- 1)
1445 draw_tile(fe
, state
, x
, -1, c
, xs
, ys
);
1447 if (x
== state
->last_move_col
|| y
== state
->last_move_row
)
1448 index(state
, ds
->visible
, x
, y
) = 0xFF;
1450 index(state
, ds
->visible
, x
, y
) = c
;
1454 for (x
= 0; x
< ds
->width
; x
++)
1455 for (y
= 0; y
< ds
->height
; y
++)
1456 draw_tile_barriers(fe
, state
, x
, y
);
1461 * Update the status bar.
1464 char statusbuf
[256];
1467 n
= state
->width
* state
->height
;
1468 for (i
= a
= 0; i
< n
; i
++)
1472 sprintf(statusbuf
, "%sMoves: %d Active: %d/%d",
1473 (state
->completed ?
"COMPLETED! " : ""),
1474 (state
->completed ? state
->completed
: state
->move_count
),
1477 status_bar(fe
, statusbuf
);
1483 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1488 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
1491 * If the game has just been completed, we display a completion
1494 if (!oldstate
->completed
&& newstate
->completed
) {
1497 if (size
< newstate
->cx
+1)
1498 size
= newstate
->cx
+1;
1499 if (size
< newstate
->cy
+1)
1500 size
= newstate
->cy
+1;
1501 if (size
< newstate
->width
- newstate
->cx
)
1502 size
= newstate
->width
- newstate
->cx
;
1503 if (size
< newstate
->height
- newstate
->cy
)
1504 size
= newstate
->height
- newstate
->cy
;
1505 return FLASH_FRAME
* (size
+4);
1511 int game_wants_statusbar(void)