15 const char *const game_name
= "Net";
16 const char *const game_winhelp_topic
= "games.net";
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 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
42 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
43 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
44 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
45 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
46 ((n)&3) == 1 ? A(x) : \
47 ((n)&3) == 2 ? F(x) : C(x) )
49 /* X and Y displacements */
50 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
51 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
54 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
55 (((x) & 0x02) >> 1) + ((x) & 0x01) )
59 #define WINDOW_OFFSET 16
61 #define ROTATE_TIME 0.13F
62 #define FLASH_FRAME 0.07F
79 float barrier_probability
;
83 int width
, height
, cx
, cy
, wrapping
, completed
, last_rotate_dir
;
85 unsigned char *barriers
;
88 #define OFFSET(x2,y2,x1,y1,dir,state) \
89 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
90 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
92 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
93 #define tile(state, x, y) index(state, (state)->tiles, x, y)
94 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
100 static int xyd_cmp(void *av
, void *bv
) {
101 struct xyd
*a
= (struct xyd
*)av
;
102 struct xyd
*b
= (struct xyd
*)bv
;
111 if (a
->direction
< b
->direction
)
113 if (a
->direction
> b
->direction
)
118 static struct xyd
*new_xyd(int x
, int y
, int direction
)
120 struct xyd
*xyd
= snew(struct xyd
);
123 xyd
->direction
= direction
;
127 /* ----------------------------------------------------------------------
128 * Manage game parameters.
130 game_params
*default_params(void)
132 game_params
*ret
= snew(game_params
);
136 ret
->wrapping
= FALSE
;
137 ret
->barrier_probability
= 0.0;
142 int game_fetch_preset(int i
, char **name
, game_params
**params
)
146 static const struct { int x
, y
, wrap
; } values
[] = {
159 if (i
< 0 || i
>= lenof(values
))
162 ret
= snew(game_params
);
163 ret
->width
= values
[i
].x
;
164 ret
->height
= values
[i
].y
;
165 ret
->wrapping
= values
[i
].wrap
;
166 ret
->barrier_probability
= 0.0;
168 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
169 ret
->wrapping ?
" wrapping" : "");
176 void free_params(game_params
*params
)
181 game_params
*dup_params(game_params
*params
)
183 game_params
*ret
= snew(game_params
);
184 *ret
= *params
; /* structure copy */
188 game_params
*decode_params(char const *string
)
190 game_params
*ret
= default_params();
191 char const *p
= string
;
193 ret
->width
= atoi(p
);
194 while (*p
&& isdigit(*p
)) p
++;
197 ret
->height
= atoi(p
);
198 while (*p
&& isdigit(*p
)) p
++;
199 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
202 ret
->barrier_probability
= atof(p
+1);
204 ret
->height
= ret
->width
;
210 char *encode_params(game_params
*params
)
215 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
216 if (params
->wrapping
)
218 if (params
->barrier_probability
)
219 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
220 assert(len
< lenof(ret
));
226 config_item
*game_configure(game_params
*params
)
231 ret
= snewn(5, config_item
);
233 ret
[0].name
= "Width";
234 ret
[0].type
= C_STRING
;
235 sprintf(buf
, "%d", params
->width
);
236 ret
[0].sval
= dupstr(buf
);
239 ret
[1].name
= "Height";
240 ret
[1].type
= C_STRING
;
241 sprintf(buf
, "%d", params
->height
);
242 ret
[1].sval
= dupstr(buf
);
245 ret
[2].name
= "Walls wrap around";
246 ret
[2].type
= C_BOOLEAN
;
248 ret
[2].ival
= params
->wrapping
;
250 ret
[3].name
= "Barrier probability";
251 ret
[3].type
= C_STRING
;
252 sprintf(buf
, "%g", params
->barrier_probability
);
253 ret
[3].sval
= dupstr(buf
);
264 game_params
*custom_params(config_item
*cfg
)
266 game_params
*ret
= snew(game_params
);
268 ret
->width
= atoi(cfg
[0].sval
);
269 ret
->height
= atoi(cfg
[1].sval
);
270 ret
->wrapping
= cfg
[2].ival
;
271 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
276 char *validate_params(game_params
*params
)
278 if (params
->width
<= 0 && params
->height
<= 0)
279 return "Width and height must both be greater than zero";
280 if (params
->width
<= 0)
281 return "Width must be greater than zero";
282 if (params
->height
<= 0)
283 return "Height must be greater than zero";
284 if (params
->width
<= 1 && params
->height
<= 1)
285 return "At least one of width and height must be greater than one";
286 if (params
->barrier_probability
< 0)
287 return "Barrier probability may not be negative";
288 if (params
->barrier_probability
> 1)
289 return "Barrier probability may not be greater than 1";
293 /* ----------------------------------------------------------------------
294 * Randomly select a new game seed.
297 char *new_game_seed(game_params
*params
, random_state
*rs
)
300 * The full description of a Net game is far too large to
301 * encode directly in the seed, so by default we'll have to go
302 * for the simple approach of providing a random-number seed.
304 * (This does not restrict me from _later on_ inventing a seed
305 * string syntax which can never be generated by this code -
306 * for example, strings beginning with a letter - allowing me
307 * to type in a precise game, and have new_game detect it and
308 * understand it and do something completely different.)
311 sprintf(buf
, "%lu", random_bits(rs
, 32));
315 char *validate_seed(game_params
*params
, char *seed
)
318 * Since any string at all will suffice to seed the RNG, there
319 * is no validation required.
324 /* ----------------------------------------------------------------------
325 * Construct an initial game state, given a seed and parameters.
328 game_state
*new_game(game_params
*params
, char *seed
)
332 tree234
*possibilities
, *barriers
;
333 int w
, h
, x
, y
, nbarriers
;
335 assert(params
->width
> 0 && params
->height
> 0);
336 assert(params
->width
> 1 || params
->height
> 1);
339 * Create a blank game state.
341 state
= snew(game_state
);
342 w
= state
->width
= params
->width
;
343 h
= state
->height
= params
->height
;
344 state
->cx
= state
->width
/ 2;
345 state
->cy
= state
->height
/ 2;
346 state
->wrapping
= params
->wrapping
;
347 state
->last_rotate_dir
= +1; /* *shrug* */
348 state
->completed
= FALSE
;
349 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
350 memset(state
->tiles
, 0, state
->width
* state
->height
);
351 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
352 memset(state
->barriers
, 0, state
->width
* state
->height
);
355 * Set up border barriers if this is a non-wrapping game.
357 if (!state
->wrapping
) {
358 for (x
= 0; x
< state
->width
; x
++) {
359 barrier(state
, x
, 0) |= U
;
360 barrier(state
, x
, state
->height
-1) |= D
;
362 for (y
= 0; y
< state
->height
; y
++) {
363 barrier(state
, 0, y
) |= L
;
364 barrier(state
, state
->width
-1, y
) |= R
;
369 * Seed the internal random number generator.
371 rs
= random_init(seed
, strlen(seed
));
374 * Construct the unshuffled grid.
376 * To do this, we simply start at the centre point, repeatedly
377 * choose a random possibility out of the available ways to
378 * extend a used square into an unused one, and do it. After
379 * extending the third line out of a square, we remove the
380 * fourth from the possibilities list to avoid any full-cross
381 * squares (which would make the game too easy because they
382 * only have one orientation).
384 * The slightly worrying thing is the avoidance of full-cross
385 * squares. Can this cause our unsophisticated construction
386 * algorithm to paint itself into a corner, by getting into a
387 * situation where there are some unreached squares and the
388 * only way to reach any of them is to extend a T-piece into a
391 * Answer: no it can't, and here's a proof.
393 * Any contiguous group of such unreachable squares must be
394 * surrounded on _all_ sides by T-pieces pointing away from the
395 * group. (If not, then there is a square which can be extended
396 * into one of the `unreachable' ones, and so it wasn't
397 * unreachable after all.) In particular, this implies that
398 * each contiguous group of unreachable squares must be
399 * rectangular in shape (any deviation from that yields a
400 * non-T-piece next to an `unreachable' square).
402 * So we have a rectangle of unreachable squares, with T-pieces
403 * forming a solid border around the rectangle. The corners of
404 * that border must be connected (since every tile connects all
405 * the lines arriving in it), and therefore the border must
406 * form a closed loop around the rectangle.
408 * But this can't have happened in the first place, since we
409 * _know_ we've avoided creating closed loops! Hence, no such
410 * situation can ever arise, and the naive grid construction
411 * algorithm will guaranteeably result in a complete grid
412 * containing no unreached squares, no full crosses _and_ no
415 possibilities
= newtree234(xyd_cmp
);
417 if (state
->cx
+1 < state
->width
)
418 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
419 if (state
->cy
-1 >= 0)
420 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
421 if (state
->cx
-1 >= 0)
422 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
423 if (state
->cy
+1 < state
->height
)
424 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
426 while (count234(possibilities
) > 0) {
429 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
432 * Extract a randomly chosen possibility from the list.
434 i
= random_upto(rs
, count234(possibilities
));
435 xyd
= delpos234(possibilities
, i
);
441 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
444 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
445 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
449 * Make the connection. (We should be moving to an as yet
452 tile(state
, x1
, y1
) |= d1
;
453 assert(tile(state
, x2
, y2
) == 0);
454 tile(state
, x2
, y2
) |= d2
;
457 * If we have created a T-piece, remove its last
460 if (COUNT(tile(state
, x1
, y1
)) == 3) {
461 struct xyd xyd1
, *xydp
;
465 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
467 xydp
= find234(possibilities
, &xyd1
, NULL
);
471 printf("T-piece; removing (%d,%d,%c)\n",
472 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
474 del234(possibilities
, xydp
);
480 * Remove all other possibilities that were pointing at the
481 * tile we've just moved into.
483 for (d
= 1; d
< 0x10; d
<<= 1) {
485 struct xyd xyd1
, *xydp
;
487 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
494 xydp
= find234(possibilities
, &xyd1
, NULL
);
498 printf("Loop avoidance; removing (%d,%d,%c)\n",
499 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
501 del234(possibilities
, xydp
);
507 * Add new possibilities to the list for moving _out_ of
508 * the tile we have just moved into.
510 for (d
= 1; d
< 0x10; d
<<= 1) {
514 continue; /* we've got this one already */
516 if (!state
->wrapping
) {
517 if (d
== U
&& y2
== 0)
519 if (d
== D
&& y2
== state
->height
-1)
521 if (d
== L
&& x2
== 0)
523 if (d
== R
&& x2
== state
->width
-1)
527 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
529 if (tile(state
, x3
, y3
))
530 continue; /* this would create a loop */
533 printf("New frontier; adding (%d,%d,%c)\n",
534 x2
, y2
, "0RU3L567D9abcdef"[d
]);
536 add234(possibilities
, new_xyd(x2
, y2
, d
));
539 /* Having done that, we should have no possibilities remaining. */
540 assert(count234(possibilities
) == 0);
541 freetree234(possibilities
);
544 * Now compute a list of the possible barrier locations.
546 barriers
= newtree234(xyd_cmp
);
547 for (y
= 0; y
< state
->height
; y
++) {
548 for (x
= 0; x
< state
->width
; x
++) {
550 if (!(tile(state
, x
, y
) & R
) &&
551 (state
->wrapping
|| x
< state
->width
-1))
552 add234(barriers
, new_xyd(x
, y
, R
));
553 if (!(tile(state
, x
, y
) & D
) &&
554 (state
->wrapping
|| y
< state
->height
-1))
555 add234(barriers
, new_xyd(x
, y
, D
));
560 * Now shuffle the grid.
562 for (y
= 0; y
< state
->height
; y
++) {
563 for (x
= 0; x
< state
->width
; x
++) {
564 int orig
= tile(state
, x
, y
);
565 int rot
= random_upto(rs
, 4);
566 tile(state
, x
, y
) = ROT(orig
, rot
);
571 * And now choose barrier locations. (We carefully do this
572 * _after_ shuffling, so that changing the barrier rate in the
573 * params while keeping the game seed the same will give the
574 * same shuffled grid and _only_ change the barrier locations.
575 * Also the way we choose barrier locations, by repeatedly
576 * choosing one possibility from the list until we have enough,
577 * is designed to ensure that raising the barrier rate while
578 * keeping the seed the same will provide a superset of the
579 * previous barrier set - i.e. if you ask for 10 barriers, and
580 * then decide that's still too hard and ask for 20, you'll get
581 * the original 10 plus 10 more, rather than getting 20 new
582 * ones and the chance of remembering your first 10.)
584 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
585 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
587 while (nbarriers
> 0) {
590 int x1
, y1
, d1
, x2
, y2
, d2
;
593 * Extract a randomly chosen barrier from the list.
595 i
= random_upto(rs
, count234(barriers
));
596 xyd
= delpos234(barriers
, i
);
605 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
608 barrier(state
, x1
, y1
) |= d1
;
609 barrier(state
, x2
, y2
) |= d2
;
615 * Clean up the rest of the barrier list.
620 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
623 freetree234(barriers
);
627 * Set up the barrier corner flags, for drawing barriers
628 * prettily when they meet.
630 for (y
= 0; y
< state
->height
; y
++) {
631 for (x
= 0; x
< state
->width
; x
++) {
634 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
636 int x1
, y1
, x2
, y2
, x3
, y3
;
639 if (!(barrier(state
, x
, y
) & dir
))
642 if (barrier(state
, x
, y
) & dir2
)
645 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
646 if (x1
>= 0 && x1
< state
->width
&&
647 y1
>= 0 && y1
< state
->height
&&
648 (barrier(state
, x1
, y1
) & dir2
))
651 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
652 if (x2
>= 0 && x2
< state
->width
&&
653 y2
>= 0 && y2
< state
->height
&&
654 (barrier(state
, x2
, y2
) & dir
))
658 barrier(state
, x
, y
) |= (dir
<< 4);
659 if (x1
>= 0 && x1
< state
->width
&&
660 y1
>= 0 && y1
< state
->height
)
661 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
662 if (x2
>= 0 && x2
< state
->width
&&
663 y2
>= 0 && y2
< state
->height
)
664 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
665 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
666 if (x3
>= 0 && x3
< state
->width
&&
667 y3
>= 0 && y3
< state
->height
)
668 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
679 game_state
*dup_game(game_state
*state
)
683 ret
= snew(game_state
);
684 ret
->width
= state
->width
;
685 ret
->height
= state
->height
;
688 ret
->wrapping
= state
->wrapping
;
689 ret
->completed
= state
->completed
;
690 ret
->last_rotate_dir
= state
->last_rotate_dir
;
691 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
692 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
693 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
694 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
699 void free_game(game_state
*state
)
702 sfree(state
->barriers
);
706 /* ----------------------------------------------------------------------
711 * Compute which squares are reachable from the centre square, as a
712 * quick visual aid to determining how close the game is to
713 * completion. This is also a simple way to tell if the game _is_
714 * completed - just call this function and see whether every square
717 static unsigned char *compute_active(game_state
*state
)
719 unsigned char *active
;
723 active
= snewn(state
->width
* state
->height
, unsigned char);
724 memset(active
, 0, state
->width
* state
->height
);
727 * We only store (x,y) pairs in todo, but it's easier to reuse
728 * xyd_cmp and just store direction 0 every time.
730 todo
= newtree234(xyd_cmp
);
731 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
732 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
734 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
735 int x1
, y1
, d1
, x2
, y2
, d2
;
741 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
742 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
746 * If the next tile in this direction is connected to
747 * us, and there isn't a barrier in the way, and it
748 * isn't already marked active, then mark it active and
749 * add it to the to-examine list.
751 if ((tile(state
, x1
, y1
) & d1
) &&
752 (tile(state
, x2
, y2
) & d2
) &&
753 !(barrier(state
, x1
, y1
) & d1
) &&
754 !index(state
, active
, x2
, y2
)) {
755 index(state
, active
, x2
, y2
) = ACTIVE
;
756 add234(todo
, new_xyd(x2
, y2
, 0));
760 /* Now we expect the todo list to have shrunk to zero size. */
761 assert(count234(todo
) == 0);
772 game_ui
*new_ui(game_state
*state
)
774 game_ui
*ui
= snew(game_ui
);
775 ui
->cur_x
= state
->width
/ 2;
776 ui
->cur_y
= state
->height
/ 2;
777 ui
->cur_visible
= FALSE
;
782 void free_ui(game_ui
*ui
)
787 /* ----------------------------------------------------------------------
790 game_state
*make_move(game_state
*state
, game_ui
*ui
, int x
, int y
, int button
)
792 game_state
*ret
, *nullret
;
797 if (button
== LEFT_BUTTON
||
798 button
== MIDDLE_BUTTON
||
799 button
== RIGHT_BUTTON
) {
801 if (ui
->cur_visible
) {
802 ui
->cur_visible
= FALSE
;
807 * The button must have been clicked on a valid tile.
809 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
810 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
815 if (tx
>= state
->width
|| ty
>= state
->height
)
817 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
818 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
820 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
821 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
822 if (button
== CURSOR_UP
&& ui
->cur_y
> 0)
824 else if (button
== CURSOR_DOWN
&& ui
->cur_y
< state
->height
-1)
826 else if (button
== CURSOR_LEFT
&& ui
->cur_x
> 0)
828 else if (button
== CURSOR_RIGHT
&& ui
->cur_x
< state
->width
-1)
831 return nullret
; /* no cursor movement */
832 ui
->cur_visible
= TRUE
;
833 return state
; /* UI activity has occurred */
834 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
835 button
== 'A' || button
== 'S' || button
== 'D') {
838 if (button
== 'a' || button
== 'A')
839 button
= LEFT_BUTTON
;
840 else if (button
== 's' || button
== 'S')
841 button
= MIDDLE_BUTTON
;
842 else if (button
== 'd' || button
== 'D')
843 button
= RIGHT_BUTTON
;
844 ui
->cur_visible
= TRUE
;
849 * The middle button locks or unlocks a tile. (A locked tile
850 * cannot be turned, and is visually marked as being locked.
851 * This is a convenience for the player, so that once they are
852 * sure which way round a tile goes, they can lock it and thus
853 * avoid forgetting later on that they'd already done that one;
854 * and the locking also prevents them turning the tile by
855 * accident. If they change their mind, another middle click
858 if (button
== MIDDLE_BUTTON
) {
859 ret
= dup_game(state
);
860 tile(ret
, tx
, ty
) ^= LOCKED
;
865 * The left and right buttons have no effect if clicked on a
868 if (tile(state
, tx
, ty
) & LOCKED
)
872 * Otherwise, turn the tile one way or the other. Left button
873 * turns anticlockwise; right button turns clockwise.
875 ret
= dup_game(state
);
876 orig
= tile(ret
, tx
, ty
);
877 if (button
== LEFT_BUTTON
) {
878 tile(ret
, tx
, ty
) = A(orig
);
879 ret
->last_rotate_dir
= +1;
881 tile(ret
, tx
, ty
) = C(orig
);
882 ret
->last_rotate_dir
= -1;
886 * Check whether the game has been completed.
889 unsigned char *active
= compute_active(ret
);
893 for (x1
= 0; x1
< ret
->width
; x1
++)
894 for (y1
= 0; y1
< ret
->height
; y1
++)
895 if (!index(ret
, active
, x1
, y1
)) {
897 goto break_label
; /* break out of two loops at once */
904 ret
->completed
= TRUE
;
910 /* ----------------------------------------------------------------------
911 * Routines for drawing the game position on the screen.
914 struct game_drawstate
{
917 unsigned char *visible
;
920 game_drawstate
*game_new_drawstate(game_state
*state
)
922 game_drawstate
*ds
= snew(game_drawstate
);
925 ds
->width
= state
->width
;
926 ds
->height
= state
->height
;
927 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
928 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
933 void game_free_drawstate(game_drawstate
*ds
)
939 void game_size(game_params
*params
, int *x
, int *y
)
941 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
942 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
945 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
949 ret
= snewn(NCOLOURS
* 3, float);
950 *ncolours
= NCOLOURS
;
953 * Basic background colour is whatever the front end thinks is
954 * a sensible default.
956 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
961 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
962 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
963 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
966 * Powered wires and powered endpoints are cyan.
968 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
969 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
970 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
975 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
976 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
977 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
980 * Unpowered endpoints are blue.
982 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
983 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
984 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
987 * Tile borders are a darker grey than the background.
989 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
990 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
991 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
994 * Locked tiles are a grey in between those two.
996 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
997 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
998 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1003 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1006 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1007 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1008 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1009 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1010 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1013 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1016 int mx
= (x1
< x2 ? x1
: x2
);
1017 int my
= (y1
< y2 ? y1
: y2
);
1018 int dx
= (x2
+ x1
- 2*mx
+ 1);
1019 int dy
= (y2
+ y1
- 2*my
+ 1);
1021 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1024 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1026 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1027 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1028 int x1
, y1
, dx
, dy
, dir2
;
1033 dx
= X(dir
) + X(dir2
);
1034 dy
= Y(dir
) + Y(dir2
);
1035 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1036 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1039 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1040 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1042 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1043 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1046 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1047 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1052 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1054 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1055 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1058 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1059 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1060 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1061 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1064 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1066 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1070 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1071 float angle
, int cursor
)
1073 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1074 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1076 float cx
, cy
, ex
, ey
, tx
, ty
;
1077 int dir
, col
, phase
;
1080 * When we draw a single tile, we must draw everything up to
1081 * and including the borders around the tile. This means that
1082 * if the neighbouring tiles have connections to those borders,
1083 * we must draw those connections on the borders themselves.
1085 * This would be terribly fiddly if we ever had to draw a tile
1086 * while its neighbour was in mid-rotate, because we'd have to
1087 * arrange to _know_ that the neighbour was being rotated and
1088 * hence had an anomalous effect on the redraw of this tile.
1089 * Fortunately, the drawing algorithm avoids ever calling us in
1090 * this circumstance: we're either drawing lots of straight
1091 * tiles at game start or after a move is complete, or we're
1092 * repeatedly drawing only the rotating tile. So no problem.
1096 * So. First blank the tile out completely: draw a big
1097 * rectangle in border colour, and a smaller rectangle in
1098 * background colour to fill it in.
1100 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1102 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1103 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1104 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
1107 * Draw an inset outline rectangle as a cursor, in whichever of
1108 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
1112 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1113 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1114 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1115 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1116 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1117 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1118 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1119 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1120 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1121 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1122 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1123 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1127 * Set up the rotation matrix.
1129 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
1130 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
1131 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
1132 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
1137 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1138 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1139 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1141 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1142 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1143 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1144 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1145 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
1149 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1151 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1152 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1153 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1154 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1155 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
1160 * Draw the box in the middle. We do this in blue if the tile
1161 * is an unpowered endpoint, in cyan if the tile is a powered
1162 * endpoint, in black if the tile is the centrepiece, and
1163 * otherwise not at all.
1166 if (x
== state
->cx
&& y
== state
->cy
)
1168 else if (COUNT(tile
) == 1) {
1169 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1174 points
[0] = +1; points
[1] = +1;
1175 points
[2] = +1; points
[3] = -1;
1176 points
[4] = -1; points
[5] = -1;
1177 points
[6] = -1; points
[7] = +1;
1179 for (i
= 0; i
< 8; i
+= 2) {
1180 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1181 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1182 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1183 points
[i
] = bx
+(int)(cx
+tx
);
1184 points
[i
+1] = by
+(int)(cy
+ty
);
1187 draw_polygon(fe
, points
, 4, TRUE
, col
);
1188 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1192 * Draw the points on the border if other tiles are connected
1195 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1196 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1204 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1207 if (!(tile(state
, ox
, oy
) & F(dir
)))
1210 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1211 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1212 lx
= dx
* (TILE_BORDER
-1);
1213 ly
= dy
* (TILE_BORDER
-1);
1217 if (angle
== 0.0 && (tile
& dir
)) {
1219 * If we are fully connected to the other tile, we must
1220 * draw right across the tile border. (We can use our
1221 * own ACTIVE state to determine what colour to do this
1222 * in: if we are fully connected to the other tile then
1223 * the two ACTIVE states will be the same.)
1225 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1226 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1227 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1230 * The other tile extends into our border, but isn't
1231 * actually connected to us. Just draw a single black
1234 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1239 * Draw barrier corners, and then barriers.
1241 for (phase
= 0; phase
< 2; phase
++) {
1242 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1243 if (barrier(state
, x
, y
) & (dir
<< 4))
1244 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1245 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1246 if (barrier(state
, x
, y
) & dir
)
1247 draw_barrier(fe
, x
, y
, dir
, phase
);
1250 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1253 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1254 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
1256 int x
, y
, tx
, ty
, frame
;
1257 unsigned char *active
;
1261 * Clear the screen and draw the exterior barrier lines if this
1262 * is our first call.
1270 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1271 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1273 draw_update(fe
, 0, 0,
1274 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1275 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1277 for (phase
= 0; phase
< 2; phase
++) {
1279 for (x
= 0; x
< ds
->width
; x
++) {
1280 if (barrier(state
, x
, 0) & UL
)
1281 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1282 if (barrier(state
, x
, 0) & RU
)
1283 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1284 if (barrier(state
, x
, 0) & U
)
1285 draw_barrier(fe
, x
, -1, D
, phase
);
1286 if (barrier(state
, x
, ds
->height
-1) & DR
)
1287 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1288 if (barrier(state
, x
, ds
->height
-1) & LD
)
1289 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1290 if (barrier(state
, x
, ds
->height
-1) & D
)
1291 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1294 for (y
= 0; y
< ds
->height
; y
++) {
1295 if (barrier(state
, 0, y
) & UL
)
1296 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1297 if (barrier(state
, 0, y
) & LD
)
1298 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1299 if (barrier(state
, 0, y
) & L
)
1300 draw_barrier(fe
, -1, y
, R
, phase
);
1301 if (barrier(state
, ds
->width
-1, y
) & RU
)
1302 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1303 if (barrier(state
, ds
->width
-1, y
) & DR
)
1304 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1305 if (barrier(state
, ds
->width
-1, y
) & R
)
1306 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1312 if (oldstate
&& (t
< ROTATE_TIME
)) {
1314 * We're animating a tile rotation. Find the turning tile,
1317 for (x
= 0; x
< oldstate
->width
; x
++)
1318 for (y
= 0; y
< oldstate
->height
; y
++)
1319 if ((tile(oldstate
, x
, y
) ^ tile(state
, x
, y
)) & 0xF) {
1321 goto break_label
; /* leave both loops at once */
1326 if (tile(state
, tx
, ty
) == ROT(tile(oldstate
, tx
, ty
),
1327 state
->last_rotate_dir
))
1328 angle
= state
->last_rotate_dir
* 90.0F
* (t
/ ROTATE_TIME
);
1330 angle
= state
->last_rotate_dir
* -90.0F
* (t
/ ROTATE_TIME
);
1338 * We're animating a completion flash. Find which frame
1341 frame
= (int)(ft
/ FLASH_FRAME
);
1345 * Draw any tile which differs from the way it was last drawn.
1347 active
= compute_active(state
);
1349 for (x
= 0; x
< ds
->width
; x
++)
1350 for (y
= 0; y
< ds
->height
; y
++) {
1351 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1354 * In a completion flash, we adjust the LOCKED bit
1355 * depending on our distance from the centre point and
1359 int xdist
, ydist
, dist
;
1360 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1361 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1362 dist
= (xdist
> ydist ? xdist
: ydist
);
1364 if (frame
>= dist
&& frame
< dist
+4) {
1365 int lock
= (frame
- dist
) & 1;
1366 lock
= lock ? LOCKED
: 0;
1367 c
= (c
&~ LOCKED
) | lock
;
1371 if (index(state
, ds
->visible
, x
, y
) != c
||
1372 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1373 (x
== tx
&& y
== ty
) ||
1374 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)) {
1375 draw_tile(fe
, state
, x
, y
, c
,
1376 (x
== tx
&& y
== ty ? angle
: 0.0F
),
1377 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
));
1378 if ((x
== tx
&& y
== ty
) ||
1379 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
))
1380 index(state
, ds
->visible
, x
, y
) = 0xFF;
1382 index(state
, ds
->visible
, x
, y
) = c
;
1387 * Update the status bar.
1390 char statusbuf
[256];
1393 n
= state
->width
* state
->height
;
1394 for (i
= a
= 0; i
< n
; i
++)
1398 sprintf(statusbuf
, "%sActive: %d/%d",
1399 (state
->completed ?
"COMPLETED! " : ""), a
, n
);
1401 status_bar(fe
, statusbuf
);
1407 float game_anim_length(game_state
*oldstate
, game_state
*newstate
, int dir
)
1412 * If there's a tile which has been rotated, allow time to
1413 * animate its rotation.
1415 for (x
= 0; x
< oldstate
->width
; x
++)
1416 for (y
= 0; y
< oldstate
->height
; y
++)
1417 if ((tile(oldstate
, x
, y
) ^ tile(newstate
, x
, y
)) & 0xF) {
1424 float game_flash_length(game_state
*oldstate
, game_state
*newstate
, int dir
)
1427 * If the game has just been completed, we display a completion
1430 if (!oldstate
->completed
&& newstate
->completed
) {
1433 if (size
< newstate
->cx
+1)
1434 size
= newstate
->cx
+1;
1435 if (size
< newstate
->cy
+1)
1436 size
= newstate
->cy
+1;
1437 if (size
< newstate
->width
- newstate
->cx
)
1438 size
= newstate
->width
- newstate
->cx
;
1439 if (size
< newstate
->height
- newstate
->cy
)
1440 size
= newstate
->height
- newstate
->cy
;
1441 return FLASH_FRAME
* (size
+4);
1447 int game_wants_statusbar(void)