14 #define PI 3.141592653589793238462643383279502884197169399
16 #define MATMUL(xr,yr,m,x,y) do { \
17 float rx, ry, xx = (x), yy = (y), *mat = (m); \
18 rx = mat[0] * xx + mat[2] * yy; \
19 ry = mat[1] * xx + mat[3] * yy; \
20 (xr) = rx; (yr) = ry; \
23 /* Direction and other bitfields */
30 /* Corner flags go in the barriers array */
36 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
37 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
38 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
39 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
40 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
41 ((n)&3) == 1 ? A(x) : \
42 ((n)&3) == 2 ? F(x) : C(x) )
44 /* X and Y displacements */
45 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
46 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
49 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
50 (((x) & 0x02) >> 1) + ((x) & 0x01) )
54 #define WINDOW_OFFSET 16
56 #define ROTATE_TIME 0.1F
57 #define FLASH_FRAME 0.05F
74 float barrier_probability
;
78 int width
, height
, cx
, cy
, wrapping
, completed
, last_rotate_dir
;
80 unsigned char *barriers
;
83 #define OFFSET(x2,y2,x1,y1,dir,state) \
84 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
85 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
87 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
88 #define tile(state, x, y) index(state, (state)->tiles, x, y)
89 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
95 static int xyd_cmp(void *av
, void *bv
) {
96 struct xyd
*a
= (struct xyd
*)av
;
97 struct xyd
*b
= (struct xyd
*)bv
;
106 if (a
->direction
< b
->direction
)
108 if (a
->direction
> b
->direction
)
113 static struct xyd
*new_xyd(int x
, int y
, int direction
)
115 struct xyd
*xyd
= snew(struct xyd
);
118 xyd
->direction
= direction
;
122 /* ----------------------------------------------------------------------
123 * Manage game parameters.
125 game_params
*default_params(void)
127 game_params
*ret
= snew(game_params
);
131 ret
->wrapping
= FALSE
;
132 ret
->barrier_probability
= 0.0;
137 int game_fetch_preset(int i
, char **name
, game_params
**params
)
141 static const struct { int x
, y
, wrap
; } values
[] = {
154 if (i
< 0 || i
>= lenof(values
))
157 ret
= snew(game_params
);
158 ret
->width
= values
[i
].x
;
159 ret
->height
= values
[i
].y
;
160 ret
->wrapping
= values
[i
].wrap
;
161 ret
->barrier_probability
= 0.0;
163 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
164 ret
->wrapping ?
" wrapping" : "");
171 void free_params(game_params
*params
)
176 game_params
*dup_params(game_params
*params
)
178 game_params
*ret
= snew(game_params
);
179 *ret
= *params
; /* structure copy */
183 /* ----------------------------------------------------------------------
184 * Randomly select a new game seed.
187 char *new_game_seed(game_params
*params
)
190 * The full description of a Net game is far too large to
191 * encode directly in the seed, so by default we'll have to go
192 * for the simple approach of providing a random-number seed.
194 * (This does not restrict me from _later on_ inventing a seed
195 * string syntax which can never be generated by this code -
196 * for example, strings beginning with a letter - allowing me
197 * to type in a precise game, and have new_game detect it and
198 * understand it and do something completely different.)
201 sprintf(buf
, "%d", rand());
205 /* ----------------------------------------------------------------------
206 * Construct an initial game state, given a seed and parameters.
209 game_state
*new_game(game_params
*params
, char *seed
)
213 tree234
*possibilities
, *barriers
;
214 int w
, h
, x
, y
, nbarriers
;
216 assert(params
->width
> 2);
217 assert(params
->height
> 2);
220 * Create a blank game state.
222 state
= snew(game_state
);
223 w
= state
->width
= params
->width
;
224 h
= state
->height
= params
->height
;
225 state
->cx
= state
->width
/ 2;
226 state
->cy
= state
->height
/ 2;
227 state
->wrapping
= params
->wrapping
;
228 state
->last_rotate_dir
= +1; /* *shrug* */
229 state
->completed
= FALSE
;
230 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
231 memset(state
->tiles
, 0, state
->width
* state
->height
);
232 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
233 memset(state
->barriers
, 0, state
->width
* state
->height
);
236 * Set up border barriers if this is a non-wrapping game.
238 if (!state
->wrapping
) {
239 for (x
= 0; x
< state
->width
; x
++) {
240 barrier(state
, x
, 0) |= U
;
241 barrier(state
, x
, state
->height
-1) |= D
;
243 for (y
= 0; y
< state
->height
; y
++) {
244 barrier(state
, 0, y
) |= L
;
245 barrier(state
, state
->width
-1, y
) |= R
;
250 * Seed the internal random number generator.
252 rs
= random_init(seed
, strlen(seed
));
255 * Construct the unshuffled grid.
257 * To do this, we simply start at the centre point, repeatedly
258 * choose a random possibility out of the available ways to
259 * extend a used square into an unused one, and do it. After
260 * extending the third line out of a square, we remove the
261 * fourth from the possibilities list to avoid any full-cross
262 * squares (which would make the game too easy because they
263 * only have one orientation).
265 * The slightly worrying thing is the avoidance of full-cross
266 * squares. Can this cause our unsophisticated construction
267 * algorithm to paint itself into a corner, by getting into a
268 * situation where there are some unreached squares and the
269 * only way to reach any of them is to extend a T-piece into a
272 * Answer: no it can't, and here's a proof.
274 * Any contiguous group of such unreachable squares must be
275 * surrounded on _all_ sides by T-pieces pointing away from the
276 * group. (If not, then there is a square which can be extended
277 * into one of the `unreachable' ones, and so it wasn't
278 * unreachable after all.) In particular, this implies that
279 * each contiguous group of unreachable squares must be
280 * rectangular in shape (any deviation from that yields a
281 * non-T-piece next to an `unreachable' square).
283 * So we have a rectangle of unreachable squares, with T-pieces
284 * forming a solid border around the rectangle. The corners of
285 * that border must be connected (since every tile connects all
286 * the lines arriving in it), and therefore the border must
287 * form a closed loop around the rectangle.
289 * But this can't have happened in the first place, since we
290 * _know_ we've avoided creating closed loops! Hence, no such
291 * situation can ever arise, and the naive grid construction
292 * algorithm will guaranteeably result in a complete grid
293 * containing no unreached squares, no full crosses _and_ no
296 possibilities
= newtree234(xyd_cmp
);
298 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
299 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
300 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
301 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
303 while (count234(possibilities
) > 0) {
306 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
309 * Extract a randomly chosen possibility from the list.
311 i
= random_upto(rs
, count234(possibilities
));
312 xyd
= delpos234(possibilities
, i
);
318 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
321 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
322 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
326 * Make the connection. (We should be moving to an as yet
329 tile(state
, x1
, y1
) |= d1
;
330 assert(tile(state
, x2
, y2
) == 0);
331 tile(state
, x2
, y2
) |= d2
;
334 * If we have created a T-piece, remove its last
337 if (COUNT(tile(state
, x1
, y1
)) == 3) {
338 struct xyd xyd1
, *xydp
;
342 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
344 xydp
= find234(possibilities
, &xyd1
, NULL
);
348 printf("T-piece; removing (%d,%d,%c)\n",
349 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
351 del234(possibilities
, xydp
);
357 * Remove all other possibilities that were pointing at the
358 * tile we've just moved into.
360 for (d
= 1; d
< 0x10; d
<<= 1) {
362 struct xyd xyd1
, *xydp
;
364 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
371 xydp
= find234(possibilities
, &xyd1
, NULL
);
375 printf("Loop avoidance; removing (%d,%d,%c)\n",
376 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
378 del234(possibilities
, xydp
);
384 * Add new possibilities to the list for moving _out_ of
385 * the tile we have just moved into.
387 for (d
= 1; d
< 0x10; d
<<= 1) {
391 continue; /* we've got this one already */
393 if (!state
->wrapping
) {
394 if (d
== U
&& y2
== 0)
396 if (d
== D
&& y2
== state
->height
-1)
398 if (d
== L
&& x2
== 0)
400 if (d
== R
&& x2
== state
->width
-1)
404 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
406 if (tile(state
, x3
, y3
))
407 continue; /* this would create a loop */
410 printf("New frontier; adding (%d,%d,%c)\n",
411 x2
, y2
, "0RU3L567D9abcdef"[d
]);
413 add234(possibilities
, new_xyd(x2
, y2
, d
));
416 /* Having done that, we should have no possibilities remaining. */
417 assert(count234(possibilities
) == 0);
418 freetree234(possibilities
);
421 * Now compute a list of the possible barrier locations.
423 barriers
= newtree234(xyd_cmp
);
424 for (y
= 0; y
< state
->height
; y
++) {
425 for (x
= 0; x
< state
->width
; x
++) {
427 if (!(tile(state
, x
, y
) & R
) &&
428 (state
->wrapping
|| x
< state
->width
-1))
429 add234(barriers
, new_xyd(x
, y
, R
));
430 if (!(tile(state
, x
, y
) & D
) &&
431 (state
->wrapping
|| y
< state
->height
-1))
432 add234(barriers
, new_xyd(x
, y
, D
));
437 * Now shuffle the grid.
439 for (y
= 0; y
< state
->height
; y
++) {
440 for (x
= 0; x
< state
->width
; x
++) {
441 int orig
= tile(state
, x
, y
);
442 int rot
= random_upto(rs
, 4);
443 tile(state
, x
, y
) = ROT(orig
, rot
);
448 * And now choose barrier locations. (We carefully do this
449 * _after_ shuffling, so that changing the barrier rate in the
450 * params while keeping the game seed the same will give the
451 * same shuffled grid and _only_ change the barrier locations.
452 * Also the way we choose barrier locations, by repeatedly
453 * choosing one possibility from the list until we have enough,
454 * is designed to ensure that raising the barrier rate while
455 * keeping the seed the same will provide a superset of the
456 * previous barrier set - i.e. if you ask for 10 barriers, and
457 * then decide that's still too hard and ask for 20, you'll get
458 * the original 10 plus 10 more, rather than getting 20 new
459 * ones and the chance of remembering your first 10.)
461 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
462 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
464 while (nbarriers
> 0) {
467 int x1
, y1
, d1
, x2
, y2
, d2
;
470 * Extract a randomly chosen barrier from the list.
472 i
= random_upto(rs
, count234(barriers
));
473 xyd
= delpos234(barriers
, i
);
482 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
485 barrier(state
, x1
, y1
) |= d1
;
486 barrier(state
, x2
, y2
) |= d2
;
492 * Clean up the rest of the barrier list.
497 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
500 freetree234(barriers
);
504 * Set up the barrier corner flags, for drawing barriers
505 * prettily when they meet.
507 for (y
= 0; y
< state
->height
; y
++) {
508 for (x
= 0; x
< state
->width
; x
++) {
511 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
513 int x1
, y1
, x2
, y2
, x3
, y3
;
516 if (!(barrier(state
, x
, y
) & dir
))
519 if (barrier(state
, x
, y
) & dir2
)
522 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
523 if (x1
>= 0 && x1
< state
->width
&&
524 y1
>= 0 && y1
< state
->height
&&
525 (barrier(state
, x1
, y1
) & dir2
))
528 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
529 if (x2
>= 0 && x2
< state
->width
&&
530 y2
>= 0 && y2
< state
->height
&&
531 (barrier(state
, x2
, y2
) & dir
))
535 barrier(state
, x
, y
) |= (dir
<< 4);
536 if (x1
>= 0 && x1
< state
->width
&&
537 y1
>= 0 && y1
< state
->height
)
538 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
539 if (x2
>= 0 && x2
< state
->width
&&
540 y2
>= 0 && y2
< state
->height
)
541 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
542 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
543 if (x3
>= 0 && x3
< state
->width
&&
544 y3
>= 0 && y3
< state
->height
)
545 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
556 game_state
*dup_game(game_state
*state
)
560 ret
= snew(game_state
);
561 ret
->width
= state
->width
;
562 ret
->height
= state
->height
;
565 ret
->wrapping
= state
->wrapping
;
566 ret
->completed
= state
->completed
;
567 ret
->last_rotate_dir
= state
->last_rotate_dir
;
568 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
569 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
570 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
571 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
576 void free_game(game_state
*state
)
579 sfree(state
->barriers
);
583 /* ----------------------------------------------------------------------
588 * Compute which squares are reachable from the centre square, as a
589 * quick visual aid to determining how close the game is to
590 * completion. This is also a simple way to tell if the game _is_
591 * completed - just call this function and see whether every square
594 static unsigned char *compute_active(game_state
*state
)
596 unsigned char *active
;
600 active
= snewn(state
->width
* state
->height
, unsigned char);
601 memset(active
, 0, state
->width
* state
->height
);
604 * We only store (x,y) pairs in todo, but it's easier to reuse
605 * xyd_cmp and just store direction 0 every time.
607 todo
= newtree234(xyd_cmp
);
608 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
609 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
611 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
612 int x1
, y1
, d1
, x2
, y2
, d2
;
618 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
619 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
623 * If the next tile in this direction is connected to
624 * us, and there isn't a barrier in the way, and it
625 * isn't already marked active, then mark it active and
626 * add it to the to-examine list.
628 if ((tile(state
, x1
, y1
) & d1
) &&
629 (tile(state
, x2
, y2
) & d2
) &&
630 !(barrier(state
, x1
, y1
) & d1
) &&
631 !index(state
, active
, x2
, y2
)) {
632 index(state
, active
, x2
, y2
) = ACTIVE
;
633 add234(todo
, new_xyd(x2
, y2
, 0));
637 /* Now we expect the todo list to have shrunk to zero size. */
638 assert(count234(todo
) == 0);
644 /* ----------------------------------------------------------------------
647 game_state
*make_move(game_state
*state
, int x
, int y
, int button
)
653 * All moves in Net are made with the mouse.
655 if (button
!= LEFT_BUTTON
&&
656 button
!= MIDDLE_BUTTON
&&
657 button
!= RIGHT_BUTTON
)
661 * The button must have been clicked on a valid tile.
663 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
664 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
669 if (tx
>= state
->width
|| ty
>= state
->height
)
671 if (tx
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
672 ty
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
676 * The middle button locks or unlocks a tile. (A locked tile
677 * cannot be turned, and is visually marked as being locked.
678 * This is a convenience for the player, so that once they are
679 * sure which way round a tile goes, they can lock it and thus
680 * avoid forgetting later on that they'd already done that one;
681 * and the locking also prevents them turning the tile by
682 * accident. If they change their mind, another middle click
685 if (button
== MIDDLE_BUTTON
) {
686 ret
= dup_game(state
);
687 tile(ret
, tx
, ty
) ^= LOCKED
;
692 * The left and right buttons have no effect if clicked on a
695 if (tile(state
, tx
, ty
) & LOCKED
)
699 * Otherwise, turn the tile one way or the other. Left button
700 * turns anticlockwise; right button turns clockwise.
702 ret
= dup_game(state
);
703 orig
= tile(ret
, tx
, ty
);
704 if (button
== LEFT_BUTTON
) {
705 tile(ret
, tx
, ty
) = A(orig
);
706 ret
->last_rotate_dir
= +1;
708 tile(ret
, tx
, ty
) = C(orig
);
709 ret
->last_rotate_dir
= -1;
713 * Check whether the game has been completed.
716 unsigned char *active
= compute_active(ret
);
720 for (x1
= 0; x1
< ret
->width
; x1
++)
721 for (y1
= 0; y1
< ret
->height
; y1
++)
722 if (!index(ret
, active
, x1
, y1
)) {
724 goto break_label
; /* break out of two loops at once */
731 ret
->completed
= TRUE
;
737 /* ----------------------------------------------------------------------
738 * Routines for drawing the game position on the screen.
741 struct game_drawstate
{
744 unsigned char *visible
;
747 game_drawstate
*game_new_drawstate(game_state
*state
)
749 game_drawstate
*ds
= snew(game_drawstate
);
752 ds
->width
= state
->width
;
753 ds
->height
= state
->height
;
754 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
755 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
760 void game_free_drawstate(game_drawstate
*ds
)
766 void game_size(game_params
*params
, int *x
, int *y
)
768 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
769 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
772 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
776 ret
= snewn(NCOLOURS
* 3, float);
777 *ncolours
= NCOLOURS
;
780 * Basic background colour is whatever the front end thinks is
781 * a sensible default.
783 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
788 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
789 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
790 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
793 * Powered wires and powered endpoints are cyan.
795 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
796 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
797 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
802 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
803 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
804 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
807 * Unpowered endpoints are blue.
809 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
810 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
811 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
814 * Tile borders are a darker grey than the background.
816 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
817 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
818 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
821 * Locked tiles are a grey in between those two.
823 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
824 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
825 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
830 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
833 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
834 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
835 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
836 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
837 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
840 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
843 int mx
= (x1
< x2 ? x1
: x2
);
844 int my
= (y1
< y2 ? y1
: y2
);
845 int dx
= (x2
+ x1
- 2*mx
+ 1);
846 int dy
= (y2
+ y1
- 2*my
+ 1);
848 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
851 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
853 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
854 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
855 int x1
, y1
, dx
, dy
, dir2
;
860 dx
= X(dir
) + X(dir2
);
861 dy
= Y(dir
) + Y(dir2
);
862 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
863 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
866 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
867 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
869 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
870 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
873 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
874 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
879 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
881 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
882 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
885 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
886 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
887 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
888 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
891 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
893 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
897 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
900 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
901 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
903 float cx
, cy
, ex
, ey
, tx
, ty
;
907 * When we draw a single tile, we must draw everything up to
908 * and including the borders around the tile. This means that
909 * if the neighbouring tiles have connections to those borders,
910 * we must draw those connections on the borders themselves.
912 * This would be terribly fiddly if we ever had to draw a tile
913 * while its neighbour was in mid-rotate, because we'd have to
914 * arrange to _know_ that the neighbour was being rotated and
915 * hence had an anomalous effect on the redraw of this tile.
916 * Fortunately, the drawing algorithm avoids ever calling us in
917 * this circumstance: we're either drawing lots of straight
918 * tiles at game start or after a move is complete, or we're
919 * repeatedly drawing only the rotating tile. So no problem.
923 * So. First blank the tile out completely: draw a big
924 * rectangle in border colour, and a smaller rectangle in
925 * background colour to fill it in.
927 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
929 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
930 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
931 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
934 * Set up the rotation matrix.
936 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
937 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
938 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
939 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
944 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
945 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
946 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
948 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
949 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
950 MATMUL(tx
, ty
, matrix
, ex
, ey
);
951 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
952 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
956 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
958 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
959 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
960 MATMUL(tx
, ty
, matrix
, ex
, ey
);
961 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
962 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
967 * Draw the box in the middle. We do this in blue if the tile
968 * is an unpowered endpoint, in cyan if the tile is a powered
969 * endpoint, in black if the tile is the centrepiece, and
970 * otherwise not at all.
973 if (x
== state
->cx
&& y
== state
->cy
)
975 else if (COUNT(tile
) == 1) {
976 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
981 points
[0] = +1; points
[1] = +1;
982 points
[2] = +1; points
[3] = -1;
983 points
[4] = -1; points
[5] = -1;
984 points
[6] = -1; points
[7] = +1;
986 for (i
= 0; i
< 8; i
+= 2) {
987 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
988 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
989 MATMUL(tx
, ty
, matrix
, ex
, ey
);
990 points
[i
] = bx
+(int)(cx
+tx
);
991 points
[i
+1] = by
+(int)(cy
+ty
);
994 draw_polygon(fe
, points
, 4, TRUE
, col
);
995 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
999 * Draw the points on the border if other tiles are connected
1002 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1003 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1011 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1014 if (!(tile(state
, ox
, oy
) & F(dir
)))
1017 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1018 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1019 lx
= dx
* (TILE_BORDER
-1);
1020 ly
= dy
* (TILE_BORDER
-1);
1024 if (angle
== 0.0 && (tile
& dir
)) {
1026 * If we are fully connected to the other tile, we must
1027 * draw right across the tile border. (We can use our
1028 * own ACTIVE state to determine what colour to do this
1029 * in: if we are fully connected to the other tile then
1030 * the two ACTIVE states will be the same.)
1032 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1033 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1034 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1037 * The other tile extends into our border, but isn't
1038 * actually connected to us. Just draw a single black
1041 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1046 * Draw barrier corners, and then barriers.
1048 for (phase
= 0; phase
< 2; phase
++) {
1049 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1050 if (barrier(state
, x
, y
) & (dir
<< 4))
1051 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1052 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1053 if (barrier(state
, x
, y
) & dir
)
1054 draw_barrier(fe
, x
, y
, dir
, phase
);
1057 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1060 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1061 game_state
*state
, float t
)
1063 int x
, y
, tx
, ty
, frame
;
1064 unsigned char *active
;
1068 * Clear the screen and draw the exterior barrier lines if this
1069 * is our first call.
1077 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1078 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1080 draw_update(fe
, 0, 0,
1081 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1082 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1084 for (phase
= 0; phase
< 2; phase
++) {
1086 for (x
= 0; x
< ds
->width
; x
++) {
1087 if (barrier(state
, x
, 0) & UL
)
1088 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1089 if (barrier(state
, x
, 0) & RU
)
1090 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1091 if (barrier(state
, x
, 0) & U
)
1092 draw_barrier(fe
, x
, -1, D
, phase
);
1093 if (barrier(state
, x
, ds
->height
-1) & DR
)
1094 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1095 if (barrier(state
, x
, ds
->height
-1) & LD
)
1096 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1097 if (barrier(state
, x
, ds
->height
-1) & D
)
1098 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1101 for (y
= 0; y
< ds
->height
; y
++) {
1102 if (barrier(state
, 0, y
) & UL
)
1103 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1104 if (barrier(state
, 0, y
) & LD
)
1105 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1106 if (barrier(state
, 0, y
) & L
)
1107 draw_barrier(fe
, -1, y
, R
, phase
);
1108 if (barrier(state
, ds
->width
-1, y
) & RU
)
1109 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1110 if (barrier(state
, ds
->width
-1, y
) & DR
)
1111 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1112 if (barrier(state
, ds
->width
-1, y
) & R
)
1113 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1120 if (oldstate
&& (t
< ROTATE_TIME
)) {
1122 * We're animating a tile rotation. Find the turning tile,
1125 for (x
= 0; x
< oldstate
->width
; x
++)
1126 for (y
= 0; y
< oldstate
->height
; y
++)
1127 if ((tile(oldstate
, x
, y
) ^ tile(state
, x
, y
)) & 0xF) {
1129 goto break_label
; /* leave both loops at once */
1134 if (tile(state
, tx
, ty
) == ROT(tile(oldstate
, tx
, ty
),
1135 state
->last_rotate_dir
))
1136 angle
= state
->last_rotate_dir
* 90.0F
* (t
/ ROTATE_TIME
);
1138 angle
= state
->last_rotate_dir
* -90.0F
* (t
/ ROTATE_TIME
);
1141 } else if (t
> ROTATE_TIME
) {
1143 * We're animating a completion flash. Find which frame
1146 frame
= (int)((t
- ROTATE_TIME
) / FLASH_FRAME
);
1150 * Draw any tile which differs from the way it was last drawn.
1152 active
= compute_active(state
);
1154 for (x
= 0; x
< ds
->width
; x
++)
1155 for (y
= 0; y
< ds
->height
; y
++) {
1156 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1159 * In a completion flash, we adjust the LOCKED bit
1160 * depending on our distance from the centre point and
1164 int xdist
, ydist
, dist
;
1165 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1166 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1167 dist
= (xdist
> ydist ? xdist
: ydist
);
1169 if (frame
>= dist
&& frame
< dist
+4) {
1170 int lock
= (frame
- dist
) & 1;
1171 lock
= lock ? LOCKED
: 0;
1172 c
= (c
&~ LOCKED
) | lock
;
1176 if (index(state
, ds
->visible
, x
, y
) != c
||
1177 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1178 (x
== tx
&& y
== ty
)) {
1179 draw_tile(fe
, state
, x
, y
, c
,
1180 (x
== tx
&& y
== ty ? angle
: 0.0F
));
1181 if (x
== tx
&& y
== ty
)
1182 index(state
, ds
->visible
, x
, y
) = 0xFF;
1184 index(state
, ds
->visible
, x
, y
) = c
;
1191 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1197 * If there's a tile which has been rotated, allow time to
1198 * animate its rotation.
1200 for (x
= 0; x
< oldstate
->width
; x
++)
1201 for (y
= 0; y
< oldstate
->height
; y
++)
1202 if ((tile(oldstate
, x
, y
) ^ tile(newstate
, x
, y
)) & 0xF) {
1204 goto break_label
; /* leave both loops at once */
1209 * Also, if the game has just been completed, allow time for a
1212 if (!oldstate
->completed
&& newstate
->completed
) {
1215 if (size
< newstate
->cx
+1)
1216 size
= newstate
->cx
+1;
1217 if (size
< newstate
->cy
+1)
1218 size
= newstate
->cy
+1;
1219 if (size
< newstate
->width
- newstate
->cx
)
1220 size
= newstate
->width
- newstate
->cx
;
1221 if (size
< newstate
->height
- newstate
->cy
)
1222 size
= newstate
->height
- newstate
->cy
;
1223 ret
+= FLASH_FRAME
* (size
+4);