2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
16 const char *const game_name
= "Netslide";
17 const char *const game_winhelp_topic
= "games.netslide";
18 const int game_can_configure
= TRUE
;
20 #define PI 3.141592653589793238462643383279502884197169399
22 #define MATMUL(xr,yr,m,x,y) do { \
23 float rx, ry, xx = (x), yy = (y), *mat = (m); \
24 rx = mat[0] * xx + mat[2] * yy; \
25 ry = mat[1] * xx + mat[3] * yy; \
26 (xr) = rx; (yr) = ry; \
29 /* Direction and other bitfields */
36 /* Corner flags go in the barriers array */
42 /* Get tile at given coordinate */
43 #define T(state, x, y) ( (y) * (state)->width + (x) )
45 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
46 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
47 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
48 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
49 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
50 ((n)&3) == 1 ? A(x) : \
51 ((n)&3) == 2 ? F(x) : C(x) )
53 /* X and Y displacements */
54 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
55 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
58 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
59 (((x) & 0x02) >> 1) + ((x) & 0x01) )
62 #define BORDER TILE_SIZE
64 #define WINDOW_OFFSET 0
66 #define ANIM_TIME 0.13F
67 #define FLASH_FRAME 0.07F
86 float barrier_probability
;
90 int width
, height
, cx
, cy
, wrapping
, completed
;
93 /* position (row or col number, starting at 0) of last move. */
94 int last_move_row
, last_move_col
;
96 /* direction of last move: +1 or -1 */
100 unsigned char *barriers
;
103 #define OFFSET(x2,y2,x1,y1,dir,state) \
104 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
105 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
107 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
108 #define tile(state, x, y) index(state, (state)->tiles, x, y)
109 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
115 static int xyd_cmp(void *av
, void *bv
) {
116 struct xyd
*a
= (struct xyd
*)av
;
117 struct xyd
*b
= (struct xyd
*)bv
;
126 if (a
->direction
< b
->direction
)
128 if (a
->direction
> b
->direction
)
133 static struct xyd
*new_xyd(int x
, int y
, int direction
)
135 struct xyd
*xyd
= snew(struct xyd
);
138 xyd
->direction
= direction
;
142 void slide_col(game_state
*state
, int dir
, int col
);
143 void slide_row(game_state
*state
, int dir
, int row
);
145 /* ----------------------------------------------------------------------
146 * Manage game parameters.
148 game_params
*default_params(void)
150 game_params
*ret
= snew(game_params
);
154 ret
->wrapping
= FALSE
;
155 ret
->barrier_probability
= 1.0;
160 int game_fetch_preset(int i
, char **name
, game_params
**params
)
164 static const struct { int x
, y
, wrap
, bprob
; const char* desc
; } values
[] = {
165 {3, 3, FALSE
, 1.0, " easy"},
166 {3, 3, FALSE
, 0.0, " medium"},
167 {3, 3, TRUE
, 0.0, " hard"},
168 {4, 4, FALSE
, 1.0, " easy"},
169 {4, 4, FALSE
, 0.0, " medium"},
170 {4, 4, TRUE
, 0.0, " hard"},
171 {5, 5, FALSE
, 1.0, " easy"},
172 {5, 5, FALSE
, 0.0, " medium"},
173 {5, 5, TRUE
, 0.0, " hard"},
176 if (i
< 0 || i
>= lenof(values
))
179 ret
= snew(game_params
);
180 ret
->width
= values
[i
].x
;
181 ret
->height
= values
[i
].y
;
182 ret
->wrapping
= values
[i
].wrap
;
183 ret
->barrier_probability
= values
[i
].bprob
;
185 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
193 void free_params(game_params
*params
)
198 game_params
*dup_params(game_params
*params
)
200 game_params
*ret
= snew(game_params
);
201 *ret
= *params
; /* structure copy */
205 game_params
*decode_params(char const *string
)
207 game_params
*ret
= default_params();
208 char const *p
= string
;
210 ret
->wrapping
= FALSE
;
211 ret
->barrier_probability
= 0.0;
213 ret
->width
= atoi(p
);
214 while (*p
&& isdigit(*p
)) p
++;
217 ret
->height
= atoi(p
);
218 while (*p
&& isdigit(*p
)) p
++;
219 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
222 ret
->barrier_probability
= atof(p
+1);
224 ret
->height
= ret
->width
;
230 char *encode_params(game_params
*params
)
235 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
236 if (params
->wrapping
)
238 if (params
->barrier_probability
)
239 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
240 assert(len
< lenof(ret
));
246 config_item
*game_configure(game_params
*params
)
251 ret
= snewn(5, config_item
);
253 ret
[0].name
= "Width";
254 ret
[0].type
= C_STRING
;
255 sprintf(buf
, "%d", params
->width
);
256 ret
[0].sval
= dupstr(buf
);
259 ret
[1].name
= "Height";
260 ret
[1].type
= C_STRING
;
261 sprintf(buf
, "%d", params
->height
);
262 ret
[1].sval
= dupstr(buf
);
265 ret
[2].name
= "Walls wrap around";
266 ret
[2].type
= C_BOOLEAN
;
268 ret
[2].ival
= params
->wrapping
;
270 ret
[3].name
= "Barrier probability";
271 ret
[3].type
= C_STRING
;
272 sprintf(buf
, "%g", params
->barrier_probability
);
273 ret
[3].sval
= dupstr(buf
);
284 game_params
*custom_params(config_item
*cfg
)
286 game_params
*ret
= snew(game_params
);
288 ret
->width
= atoi(cfg
[0].sval
);
289 ret
->height
= atoi(cfg
[1].sval
);
290 ret
->wrapping
= cfg
[2].ival
;
291 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
296 char *validate_params(game_params
*params
)
298 if (params
->width
<= 1 && params
->height
<= 1)
299 return "Width and height must both be greater than one";
300 if (params
->width
<= 1)
301 return "Width must be greater than one";
302 if (params
->height
<= 1)
303 return "Height must be greater than one";
304 if (params
->barrier_probability
< 0)
305 return "Barrier probability may not be negative";
306 if (params
->barrier_probability
> 1)
307 return "Barrier probability may not be greater than 1";
311 /* ----------------------------------------------------------------------
312 * Randomly select a new game seed.
315 char *new_game_seed(game_params
*params
, random_state
*rs
)
318 * The full description of a Net game is far too large to
319 * encode directly in the seed, so by default we'll have to go
320 * for the simple approach of providing a random-number seed.
322 * (This does not restrict me from _later on_ inventing a seed
323 * string syntax which can never be generated by this code -
324 * for example, strings beginning with a letter - allowing me
325 * to type in a precise game, and have new_game detect it and
326 * understand it and do something completely different.)
329 sprintf(buf
, "%lu", random_bits(rs
, 32));
333 char *validate_seed(game_params
*params
, char *seed
)
336 * Since any string at all will suffice to seed the RNG, there
337 * is no validation required.
342 /* ----------------------------------------------------------------------
343 * Construct an initial game state, given a seed and parameters.
346 game_state
*new_game(game_params
*params
, char *seed
)
350 tree234
*possibilities
, *barriers
;
351 int w
, h
, x
, y
, nbarriers
;
353 assert(params
->width
> 0 && params
->height
> 0);
354 assert(params
->width
> 1 || params
->height
> 1);
357 * Create a blank game state.
359 state
= snew(game_state
);
360 w
= state
->width
= params
->width
;
361 h
= state
->height
= params
->height
;
362 state
->cx
= state
->width
/ 2;
363 state
->cy
= state
->height
/ 2;
364 state
->wrapping
= params
->wrapping
;
365 state
->completed
= 0;
366 state
->move_count
= 0;
367 state
->last_move_row
= -1;
368 state
->last_move_col
= -1;
369 state
->last_move_dir
= 0;
370 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
371 memset(state
->tiles
, 0, state
->width
* state
->height
);
372 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
373 memset(state
->barriers
, 0, state
->width
* state
->height
);
376 * Set up border barriers if this is a non-wrapping game.
378 if (!state
->wrapping
) {
379 for (x
= 0; x
< state
->width
; x
++) {
380 barrier(state
, x
, 0) |= U
;
381 barrier(state
, x
, state
->height
-1) |= D
;
383 for (y
= 0; y
< state
->height
; y
++) {
384 barrier(state
, 0, y
) |= L
;
385 barrier(state
, state
->width
-1, y
) |= R
;
390 * Seed the internal random number generator.
392 rs
= random_init(seed
, strlen(seed
));
395 * Construct the unshuffled grid.
397 * To do this, we simply start at the centre point, repeatedly
398 * choose a random possibility out of the available ways to
399 * extend a used square into an unused one, and do it. After
400 * extending the third line out of a square, we remove the
401 * fourth from the possibilities list to avoid any full-cross
402 * squares (which would make the game too easy because they
403 * only have one orientation).
405 * The slightly worrying thing is the avoidance of full-cross
406 * squares. Can this cause our unsophisticated construction
407 * algorithm to paint itself into a corner, by getting into a
408 * situation where there are some unreached squares and the
409 * only way to reach any of them is to extend a T-piece into a
412 * Answer: no it can't, and here's a proof.
414 * Any contiguous group of such unreachable squares must be
415 * surrounded on _all_ sides by T-pieces pointing away from the
416 * group. (If not, then there is a square which can be extended
417 * into one of the `unreachable' ones, and so it wasn't
418 * unreachable after all.) In particular, this implies that
419 * each contiguous group of unreachable squares must be
420 * rectangular in shape (any deviation from that yields a
421 * non-T-piece next to an `unreachable' square).
423 * So we have a rectangle of unreachable squares, with T-pieces
424 * forming a solid border around the rectangle. The corners of
425 * that border must be connected (since every tile connects all
426 * the lines arriving in it), and therefore the border must
427 * form a closed loop around the rectangle.
429 * But this can't have happened in the first place, since we
430 * _know_ we've avoided creating closed loops! Hence, no such
431 * situation can ever arise, and the naive grid construction
432 * algorithm will guaranteeably result in a complete grid
433 * containing no unreached squares, no full crosses _and_ no
436 possibilities
= newtree234(xyd_cmp
);
438 if (state
->cx
+1 < state
->width
)
439 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
440 if (state
->cy
-1 >= 0)
441 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
442 if (state
->cx
-1 >= 0)
443 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
444 if (state
->cy
+1 < state
->height
)
445 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
447 while (count234(possibilities
) > 0) {
450 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
453 * Extract a randomly chosen possibility from the list.
455 i
= random_upto(rs
, count234(possibilities
));
456 xyd
= delpos234(possibilities
, i
);
462 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
465 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
466 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
470 * Make the connection. (We should be moving to an as yet
473 tile(state
, x1
, y1
) |= d1
;
474 assert(tile(state
, x2
, y2
) == 0);
475 tile(state
, x2
, y2
) |= d2
;
478 * If we have created a T-piece, remove its last
481 if (COUNT(tile(state
, x1
, y1
)) == 3) {
482 struct xyd xyd1
, *xydp
;
486 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
488 xydp
= find234(possibilities
, &xyd1
, NULL
);
492 printf("T-piece; removing (%d,%d,%c)\n",
493 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
495 del234(possibilities
, xydp
);
501 * Remove all other possibilities that were pointing at the
502 * tile we've just moved into.
504 for (d
= 1; d
< 0x10; d
<<= 1) {
506 struct xyd xyd1
, *xydp
;
508 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
515 xydp
= find234(possibilities
, &xyd1
, NULL
);
519 printf("Loop avoidance; removing (%d,%d,%c)\n",
520 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
522 del234(possibilities
, xydp
);
528 * Add new possibilities to the list for moving _out_ of
529 * the tile we have just moved into.
531 for (d
= 1; d
< 0x10; d
<<= 1) {
535 continue; /* we've got this one already */
537 if (!state
->wrapping
) {
538 if (d
== U
&& y2
== 0)
540 if (d
== D
&& y2
== state
->height
-1)
542 if (d
== L
&& x2
== 0)
544 if (d
== R
&& x2
== state
->width
-1)
548 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
550 if (tile(state
, x3
, y3
))
551 continue; /* this would create a loop */
554 printf("New frontier; adding (%d,%d,%c)\n",
555 x2
, y2
, "0RU3L567D9abcdef"[d
]);
557 add234(possibilities
, new_xyd(x2
, y2
, d
));
560 /* Having done that, we should have no possibilities remaining. */
561 assert(count234(possibilities
) == 0);
562 freetree234(possibilities
);
565 * Now compute a list of the possible barrier locations.
567 barriers
= newtree234(xyd_cmp
);
568 for (y
= 0; y
< state
->height
; y
++) {
569 for (x
= 0; x
< state
->width
; x
++) {
571 if (!(tile(state
, x
, y
) & R
) &&
572 (state
->wrapping
|| x
< state
->width
-1))
573 add234(barriers
, new_xyd(x
, y
, R
));
574 if (!(tile(state
, x
, y
) & D
) &&
575 (state
->wrapping
|| y
< state
->height
-1))
576 add234(barriers
, new_xyd(x
, y
, D
));
581 * Now shuffle the grid.
582 * FIXME - this simply does a set of random moves to shuffle the pieces.
583 * A better way would be to number all the pieces, generate a placement
584 * for all the numbers as for "sixteen", observing parity constraints if
585 * neccessary, and then place the pieces according to their numbering.
586 * BUT - I'm not sure if this will work, since we disallow movement of
587 * the middle row and column.
591 int cols
= state
->width
- 1;
592 int rows
= state
->height
- 1;
593 for (i
= 0; i
< cols
* rows
* 2; i
++) {
594 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
595 int dir
= random_upto(rs
, 4);
597 int col
= random_upto(rs
, cols
);
598 if (col
>= state
->cx
) col
+= 1;
599 slide_col(state
, 1 - dir
, col
);
601 int row
= random_upto(rs
, rows
);
602 if (row
>= state
->cy
) row
+= 1;
603 slide_row(state
, 2 - dir
, row
);
609 * And now choose barrier locations. (We carefully do this
610 * _after_ shuffling, so that changing the barrier rate in the
611 * params while keeping the game seed the same will give the
612 * same shuffled grid and _only_ change the barrier locations.
613 * Also the way we choose barrier locations, by repeatedly
614 * choosing one possibility from the list until we have enough,
615 * is designed to ensure that raising the barrier rate while
616 * keeping the seed the same will provide a superset of the
617 * previous barrier set - i.e. if you ask for 10 barriers, and
618 * then decide that's still too hard and ask for 20, you'll get
619 * the original 10 plus 10 more, rather than getting 20 new
620 * ones and the chance of remembering your first 10.)
622 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
623 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
625 while (nbarriers
> 0) {
628 int x1
, y1
, d1
, x2
, y2
, d2
;
631 * Extract a randomly chosen barrier from the list.
633 i
= random_upto(rs
, count234(barriers
));
634 xyd
= delpos234(barriers
, i
);
643 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
646 barrier(state
, x1
, y1
) |= d1
;
647 barrier(state
, x2
, y2
) |= d2
;
653 * Clean up the rest of the barrier list.
658 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
661 freetree234(barriers
);
665 * Set up the barrier corner flags, for drawing barriers
666 * prettily when they meet.
668 for (y
= 0; y
< state
->height
; y
++) {
669 for (x
= 0; x
< state
->width
; x
++) {
672 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
674 int x1
, y1
, x2
, y2
, x3
, y3
;
677 if (!(barrier(state
, x
, y
) & dir
))
680 if (barrier(state
, x
, y
) & dir2
)
683 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
684 if (x1
>= 0 && x1
< state
->width
&&
685 y1
>= 0 && y1
< state
->height
&&
686 (barrier(state
, x1
, y1
) & dir2
))
689 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
690 if (x2
>= 0 && x2
< state
->width
&&
691 y2
>= 0 && y2
< state
->height
&&
692 (barrier(state
, x2
, y2
) & dir
))
696 barrier(state
, x
, y
) |= (dir
<< 4);
697 if (x1
>= 0 && x1
< state
->width
&&
698 y1
>= 0 && y1
< state
->height
)
699 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
700 if (x2
>= 0 && x2
< state
->width
&&
701 y2
>= 0 && y2
< state
->height
)
702 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
703 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
704 if (x3
>= 0 && x3
< state
->width
&&
705 y3
>= 0 && y3
< state
->height
)
706 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
717 game_state
*dup_game(game_state
*state
)
721 ret
= snew(game_state
);
722 ret
->width
= state
->width
;
723 ret
->height
= state
->height
;
726 ret
->wrapping
= state
->wrapping
;
727 ret
->completed
= state
->completed
;
728 ret
->move_count
= state
->move_count
;
729 ret
->last_move_row
= state
->last_move_row
;
730 ret
->last_move_col
= state
->last_move_col
;
731 ret
->last_move_dir
= state
->last_move_dir
;
732 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
733 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
734 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
735 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
740 void free_game(game_state
*state
)
743 sfree(state
->barriers
);
747 /* ----------------------------------------------------------------------
752 * Compute which squares are reachable from the centre square, as a
753 * quick visual aid to determining how close the game is to
754 * completion. This is also a simple way to tell if the game _is_
755 * completed - just call this function and see whether every square
758 * squares in the moving_row and moving_col are always inactive - this
759 * is so that "current" doesn't appear to jump across moving lines.
761 static unsigned char *compute_active(game_state
*state
,
762 int moving_row
, int moving_col
)
764 unsigned char *active
;
768 active
= snewn(state
->width
* state
->height
, unsigned char);
769 memset(active
, 0, state
->width
* state
->height
);
772 * We only store (x,y) pairs in todo, but it's easier to reuse
773 * xyd_cmp and just store direction 0 every time.
775 todo
= newtree234(xyd_cmp
);
776 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
777 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
779 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
780 int x1
, y1
, d1
, x2
, y2
, d2
;
786 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
787 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
791 * If the next tile in this direction is connected to
792 * us, and there isn't a barrier in the way, and it
793 * isn't already marked active, then mark it active and
794 * add it to the to-examine list.
796 if ((x2
!= moving_col
&& y2
!= moving_row
) &&
797 (tile(state
, x1
, y1
) & d1
) &&
798 (tile(state
, x2
, y2
) & d2
) &&
799 !(barrier(state
, x1
, y1
) & d1
) &&
800 !index(state
, active
, x2
, y2
)) {
801 index(state
, active
, x2
, y2
) = ACTIVE
;
802 add234(todo
, new_xyd(x2
, y2
, 0));
806 /* Now we expect the todo list to have shrunk to zero size. */
807 assert(count234(todo
) == 0);
818 game_ui
*new_ui(game_state
*state
)
820 game_ui
*ui
= snew(game_ui
);
821 ui
->cur_x
= state
->width
/ 2;
822 ui
->cur_y
= state
->height
/ 2;
823 ui
->cur_visible
= FALSE
;
828 void free_ui(game_ui
*ui
)
833 /* ----------------------------------------------------------------------
837 void slide_row(game_state
*state
, int dir
, int row
)
839 int x
= dir
> 0 ?
-1 : state
->width
;
841 int n
= state
->width
- 1;
842 unsigned char endtile
= state
->tiles
[T(state
, tx
, row
)];
845 tx
= (x
+ dir
+ state
->width
) % state
->width
;
846 state
->tiles
[T(state
, x
, row
)] = state
->tiles
[T(state
, tx
, row
)];
848 state
->tiles
[T(state
, tx
, row
)] = endtile
;
851 void slide_col(game_state
*state
, int dir
, int col
)
853 int y
= dir
> 0 ?
-1 : state
->height
;
855 int n
= state
->height
- 1;
856 unsigned char endtile
= state
->tiles
[T(state
, col
, ty
)];
859 ty
= (y
+ dir
+ state
->height
) % state
->height
;
860 state
->tiles
[T(state
, col
, y
)] = state
->tiles
[T(state
, col
, ty
)];
862 state
->tiles
[T(state
, col
, ty
)] = endtile
;
865 game_state
*make_move(game_state
*state
, game_ui
*ui
, int x
, int y
, int button
)
871 if (button
!= LEFT_BUTTON
&& button
!= RIGHT_BUTTON
)
874 cx
= (x
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
875 cy
= (y
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
877 if (cy
>= 0 && cy
< state
->height
&& cy
!= state
->cy
)
879 if (cx
== -1) dx
= +1;
880 else if (cx
== state
->width
) dx
= -1;
885 else if (cx
>= 0 && cx
< state
->width
&& cx
!= state
->cx
)
887 if (cy
== -1) dy
= +1;
888 else if (cy
== state
->height
) dy
= -1;
896 /* reverse direction if right hand button is pressed */
897 if (button
== RIGHT_BUTTON
)
903 ret
= dup_game(state
);
905 if (dx
== 0) slide_col(ret
, dy
, cx
);
906 else slide_row(ret
, dx
, cy
);
909 ret
->last_move_row
= dx ? cy
: -1;
910 ret
->last_move_col
= dx ?
-1 : cx
;
911 ret
->last_move_dir
= dx
+ dy
;
914 * See if the game has been completed.
916 if (!ret
->completed
) {
917 unsigned char *active
= compute_active(ret
, -1, -1);
921 for (x1
= 0; x1
< ret
->width
; x1
++)
922 for (y1
= 0; y1
< ret
->height
; y1
++)
923 if (!index(ret
, active
, x1
, y1
)) {
925 goto break_label
; /* break out of two loops at once */
932 ret
->completed
= ret
->move_count
;
938 /* ----------------------------------------------------------------------
939 * Routines for drawing the game position on the screen.
942 struct game_drawstate
{
945 unsigned char *visible
;
948 game_drawstate
*game_new_drawstate(game_state
*state
)
950 game_drawstate
*ds
= snew(game_drawstate
);
953 ds
->width
= state
->width
;
954 ds
->height
= state
->height
;
955 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
956 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
961 void game_free_drawstate(game_drawstate
*ds
)
967 void game_size(game_params
*params
, int *x
, int *y
)
969 *x
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
970 *y
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
973 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
977 ret
= snewn(NCOLOURS
* 3, float);
978 *ncolours
= NCOLOURS
;
981 * Basic background colour is whatever the front end thinks is
982 * a sensible default.
984 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
989 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
990 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
991 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
994 * Powered wires and powered endpoints are cyan.
996 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
997 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
998 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1003 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1004 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1005 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1008 * Unpowered endpoints are blue.
1010 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1011 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1012 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1015 * Tile borders are a darker grey than the background.
1017 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1018 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1019 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1022 * Flashing tiles are a grey in between those two.
1024 ret
[COL_FLASHING
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1025 ret
[COL_FLASHING
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1026 ret
[COL_FLASHING
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1028 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
1029 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
1030 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
1031 ret
[COL_TEXT
* 3 + 0] = 0.0;
1032 ret
[COL_TEXT
* 3 + 1] = 0.0;
1033 ret
[COL_TEXT
* 3 + 2] = 0.0;
1038 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1041 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1042 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1043 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1044 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1045 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1048 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1051 int mx
= (x1
< x2 ? x1
: x2
);
1052 int my
= (y1
< y2 ? y1
: y2
);
1053 int dx
= (x2
+ x1
- 2*mx
+ 1);
1054 int dy
= (y2
+ y1
- 2*my
+ 1);
1056 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1059 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1061 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1062 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1063 int x1
, y1
, dx
, dy
, dir2
;
1068 dx
= X(dir
) + X(dir2
);
1069 dy
= Y(dir
) + Y(dir2
);
1070 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1071 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1074 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1075 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1077 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1078 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1081 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1082 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1087 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1089 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1090 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1093 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1094 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1095 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1096 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1099 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1101 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1105 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1106 float xshift
, float yshift
)
1108 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
+ (xshift
* TILE_SIZE
);
1109 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
+ (yshift
* TILE_SIZE
);
1110 float cx
, cy
, ex
, ey
;
1114 * When we draw a single tile, we must draw everything up to
1115 * and including the borders around the tile. This means that
1116 * if the neighbouring tiles have connections to those borders,
1117 * we must draw those connections on the borders themselves.
1119 * This would be terribly fiddly if we ever had to draw a tile
1120 * while its neighbour was in mid-rotate, because we'd have to
1121 * arrange to _know_ that the neighbour was being rotated and
1122 * hence had an anomalous effect on the redraw of this tile.
1123 * Fortunately, the drawing algorithm avoids ever calling us in
1124 * this circumstance: we're either drawing lots of straight
1125 * tiles at game start or after a move is complete, or we're
1126 * repeatedly drawing only the rotating tile. So no problem.
1130 * So. First blank the tile out completely: draw a big
1131 * rectangle in border colour, and a smaller rectangle in
1132 * background colour to fill it in.
1134 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1136 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1137 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1138 tile
& FLASHING ? COL_FLASHING
: COL_BACKGROUND
);
1143 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1144 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1145 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1147 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1148 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1149 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1150 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
),
1154 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1156 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1157 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1158 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1159 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
), col
);
1164 * Draw the box in the middle. We do this in blue if the tile
1165 * is an unpowered endpoint, in cyan if the tile is a powered
1166 * endpoint, in black if the tile is the centrepiece, and
1167 * otherwise not at all.
1170 if (x
== state
->cx
&& y
== state
->cy
)
1172 else if (COUNT(tile
) == 1) {
1173 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1178 points
[0] = +1; points
[1] = +1;
1179 points
[2] = +1; points
[3] = -1;
1180 points
[4] = -1; points
[5] = -1;
1181 points
[6] = -1; points
[7] = +1;
1183 for (i
= 0; i
< 8; i
+= 2) {
1184 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1185 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1186 points
[i
] = bx
+(int)(cx
+ex
);
1187 points
[i
+1] = by
+(int)(cy
+ey
);
1190 draw_polygon(fe
, points
, 4, TRUE
, col
);
1191 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1195 * Draw the points on the border if other tiles are connected
1198 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1199 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1207 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1210 if (!(tile(state
, ox
, oy
) & F(dir
)))
1213 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1214 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1215 lx
= dx
* (TILE_BORDER
-1);
1216 ly
= dy
* (TILE_BORDER
-1);
1220 if (xshift
== 0.0 && yshift
== 0.0 && (tile
& dir
)) {
1222 * If we are fully connected to the other tile, we must
1223 * draw right across the tile border. (We can use our
1224 * own ACTIVE state to determine what colour to do this
1225 * in: if we are fully connected to the other tile then
1226 * the two ACTIVE states will be the same.)
1228 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1229 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1230 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1233 * The other tile extends into our border, but isn't
1234 * actually connected to us. Just draw a single black
1237 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1241 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1244 static void draw_tile_barriers(frontend
*fe
, game_state
*state
, int x
, int y
)
1248 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1249 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1251 * Draw barrier corners, and then barriers.
1253 for (phase
= 0; phase
< 2; phase
++) {
1254 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1255 if (barrier(state
, x
, y
) & (dir
<< 4))
1256 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1257 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1258 if (barrier(state
, x
, y
) & dir
)
1259 draw_barrier(fe
, x
, y
, dir
, phase
);
1262 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1265 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
1268 int ydy
= -xdx
, ydx
= xdy
;
1270 x
= x
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1271 y
= y
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1273 #define POINT(n, xx, yy) ( \
1274 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1275 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1277 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
1278 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
1279 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
1280 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
1281 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
1282 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
1283 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
1285 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
1286 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
1289 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1290 game_state
*state
, game_ui
*ui
, float t
, float ft
)
1292 int x
, y
, tx
, ty
, frame
;
1293 unsigned char *active
;
1298 * Clear the screen and draw the exterior barrier lines if this
1299 * is our first call.
1307 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1308 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1310 draw_update(fe
, 0, 0,
1311 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1312 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1314 for (phase
= 0; phase
< 2; phase
++) {
1316 for (x
= 0; x
< ds
->width
; x
++) {
1317 if (barrier(state
, x
, 0) & UL
)
1318 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1319 if (barrier(state
, x
, 0) & RU
)
1320 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1321 if (barrier(state
, x
, 0) & U
)
1322 draw_barrier(fe
, x
, -1, D
, phase
);
1323 if (barrier(state
, x
, ds
->height
-1) & DR
)
1324 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1325 if (barrier(state
, x
, ds
->height
-1) & LD
)
1326 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1327 if (barrier(state
, x
, ds
->height
-1) & D
)
1328 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1331 for (y
= 0; y
< ds
->height
; y
++) {
1332 if (barrier(state
, 0, y
) & UL
)
1333 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1334 if (barrier(state
, 0, y
) & LD
)
1335 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1336 if (barrier(state
, 0, y
) & L
)
1337 draw_barrier(fe
, -1, y
, R
, phase
);
1338 if (barrier(state
, ds
->width
-1, y
) & RU
)
1339 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1340 if (barrier(state
, ds
->width
-1, y
) & DR
)
1341 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1342 if (barrier(state
, ds
->width
-1, y
) & R
)
1343 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1348 * Arrows for making moves.
1350 for (x
= 0; x
< ds
->width
; x
++) {
1351 if (x
== state
->cx
) continue;
1352 draw_arrow(fe
, x
, 0, +1, 0);
1353 draw_arrow(fe
, x
+1, ds
->height
, -1, 0);
1355 for (y
= 0; y
< ds
->height
; y
++) {
1356 if (y
== state
->cy
) continue;
1357 draw_arrow(fe
, ds
->width
, y
, 0, +1);
1358 draw_arrow(fe
, 0, y
+1, 0, -1);
1362 /* Check if this is an undo. If so, we will need to run any animation
1365 if (oldstate
&& oldstate
->move_count
> state
->move_count
) {
1366 game_state
* tmpstate
= state
;
1368 oldstate
= tmpstate
;
1373 if (oldstate
&& (t
< ANIM_TIME
)) {
1375 * We're animating a slide, of row/column number
1376 * state->last_move_pos, in direction
1377 * state->last_move_dir
1379 xshift
= state
->last_move_row
== -1 ?
0.0 :
1380 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1381 yshift
= state
->last_move_col
== -1 ?
0.0 :
1382 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1388 * We're animating a completion flash. Find which frame
1391 frame
= (int)(ft
/ FLASH_FRAME
);
1395 * Draw any tile which differs from the way it was last drawn.
1397 if (xshift
!= 0.0 || yshift
!= 0.0) {
1398 active
= compute_active(state
,
1399 state
->last_move_row
, state
->last_move_col
);
1401 active
= compute_active(state
, -1, -1);
1405 BORDER
+ WINDOW_OFFSET
, BORDER
+ WINDOW_OFFSET
,
1406 TILE_SIZE
* state
->width
+ TILE_BORDER
,
1407 TILE_SIZE
* state
->height
+ TILE_BORDER
);
1409 for (x
= 0; x
< ds
->width
; x
++)
1410 for (y
= 0; y
< ds
->height
; y
++) {
1411 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1414 * In a completion flash, we adjust the FLASHING bit
1415 * depending on our distance from the centre point and
1419 int xdist
, ydist
, dist
;
1420 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1421 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1422 dist
= (xdist
> ydist ? xdist
: ydist
);
1424 if (frame
>= dist
&& frame
< dist
+4) {
1425 int flash
= (frame
- dist
) & 1;
1426 flash
= flash ? FLASHING
: 0;
1427 c
= (c
&~ FLASHING
) | flash
;
1431 if (index(state
, ds
->visible
, x
, y
) != c
||
1432 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1433 (x
== state
->last_move_col
|| y
== state
->last_move_row
))
1435 float xs
= (y
== state
->last_move_row ? xshift
: 0.0);
1436 float ys
= (x
== state
->last_move_col ? yshift
: 0.0);
1438 draw_tile(fe
, state
, x
, y
, c
, xs
, ys
);
1439 if (xs
< 0 && x
== 0)
1440 draw_tile(fe
, state
, state
->width
, y
, c
, xs
, ys
);
1441 else if (xs
> 0 && x
== state
->width
- 1)
1442 draw_tile(fe
, state
, -1, y
, c
, xs
, ys
);
1443 else if (ys
< 0 && y
== 0)
1444 draw_tile(fe
, state
, x
, state
->height
, c
, xs
, ys
);
1445 else if (ys
> 0 && y
== state
->height
- 1)
1446 draw_tile(fe
, state
, x
, -1, c
, xs
, ys
);
1448 if (x
== state
->last_move_col
|| y
== state
->last_move_row
)
1449 index(state
, ds
->visible
, x
, y
) = 0xFF;
1451 index(state
, ds
->visible
, x
, y
) = c
;
1455 for (x
= 0; x
< ds
->width
; x
++)
1456 for (y
= 0; y
< ds
->height
; y
++)
1457 draw_tile_barriers(fe
, state
, x
, y
);
1462 * Update the status bar.
1465 char statusbuf
[256];
1468 n
= state
->width
* state
->height
;
1469 for (i
= a
= 0; i
< n
; i
++)
1473 sprintf(statusbuf
, "%sMoves: %d Active: %d/%d",
1474 (state
->completed ?
"COMPLETED! " : ""),
1475 (state
->completed ? state
->completed
: state
->move_count
),
1478 status_bar(fe
, statusbuf
);
1484 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1489 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
1492 * If the game has just been completed, we display a completion
1495 if (!oldstate
->completed
&& newstate
->completed
) {
1498 if (size
< newstate
->cx
+1)
1499 size
= newstate
->cx
+1;
1500 if (size
< newstate
->cy
+1)
1501 size
= newstate
->cy
+1;
1502 if (size
< newstate
->width
- newstate
->cx
)
1503 size
= newstate
->width
- newstate
->cx
;
1504 if (size
< newstate
->height
- newstate
->cy
)
1505 size
= newstate
->height
- newstate
->cy
;
1506 return FLASH_FRAME
* (size
+4);
1512 int game_wants_statusbar(void)