15 #define PI 3.141592653589793238462643383279502884197169399
17 #define MATMUL(xr,yr,m,x,y) do { \
18 float rx, ry, xx = (x), yy = (y), *mat = (m); \
19 rx = mat[0] * xx + mat[2] * yy; \
20 ry = mat[1] * xx + mat[3] * yy; \
21 (xr) = rx; (yr) = ry; \
24 /* Direction and other bitfields */
31 /* Corner flags go in the barriers array */
37 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
38 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
39 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
40 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
41 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
42 ((n)&3) == 1 ? A(x) : \
43 ((n)&3) == 2 ? F(x) : C(x) )
45 /* X and Y displacements */
46 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
47 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
50 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
51 (((x) & 0x02) >> 1) + ((x) & 0x01) )
55 #define WINDOW_OFFSET 16
57 #define ROTATE_TIME 0.13F
58 #define FLASH_FRAME 0.07F
75 float barrier_probability
;
78 struct solved_game_state
{
85 int width
, height
, cx
, cy
, wrapping
, completed
, last_rotate_dir
;
86 int used_solve
, just_used_solve
;
88 unsigned char *barriers
;
89 struct solved_game_state
*solution
;
92 #define OFFSET(x2,y2,x1,y1,dir,state) \
93 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
94 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
96 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
97 #define tile(state, x, y) index(state, (state)->tiles, x, y)
98 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
104 static int xyd_cmp(void *av
, void *bv
) {
105 struct xyd
*a
= (struct xyd
*)av
;
106 struct xyd
*b
= (struct xyd
*)bv
;
115 if (a
->direction
< b
->direction
)
117 if (a
->direction
> b
->direction
)
122 static struct xyd
*new_xyd(int x
, int y
, int direction
)
124 struct xyd
*xyd
= snew(struct xyd
);
127 xyd
->direction
= direction
;
131 /* ----------------------------------------------------------------------
132 * Manage game parameters.
134 static game_params
*default_params(void)
136 game_params
*ret
= snew(game_params
);
140 ret
->wrapping
= FALSE
;
141 ret
->barrier_probability
= 0.0;
146 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
150 static const struct { int x
, y
, wrap
; } values
[] = {
163 if (i
< 0 || i
>= lenof(values
))
166 ret
= snew(game_params
);
167 ret
->width
= values
[i
].x
;
168 ret
->height
= values
[i
].y
;
169 ret
->wrapping
= values
[i
].wrap
;
170 ret
->barrier_probability
= 0.0;
172 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
173 ret
->wrapping ?
" wrapping" : "");
180 static void free_params(game_params
*params
)
185 static game_params
*dup_params(game_params
*params
)
187 game_params
*ret
= snew(game_params
);
188 *ret
= *params
; /* structure copy */
192 static game_params
*decode_params(char const *string
)
194 game_params
*ret
= default_params();
195 char const *p
= string
;
197 ret
->width
= atoi(p
);
198 while (*p
&& isdigit(*p
)) p
++;
201 ret
->height
= atoi(p
);
202 while (*p
&& isdigit(*p
)) p
++;
203 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
206 ret
->barrier_probability
= atof(p
+1);
208 ret
->height
= ret
->width
;
214 static char *encode_params(game_params
*params
)
219 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
220 if (params
->wrapping
)
222 if (params
->barrier_probability
)
223 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
224 assert(len
< lenof(ret
));
230 static config_item
*game_configure(game_params
*params
)
235 ret
= snewn(5, config_item
);
237 ret
[0].name
= "Width";
238 ret
[0].type
= C_STRING
;
239 sprintf(buf
, "%d", params
->width
);
240 ret
[0].sval
= dupstr(buf
);
243 ret
[1].name
= "Height";
244 ret
[1].type
= C_STRING
;
245 sprintf(buf
, "%d", params
->height
);
246 ret
[1].sval
= dupstr(buf
);
249 ret
[2].name
= "Walls wrap around";
250 ret
[2].type
= C_BOOLEAN
;
252 ret
[2].ival
= params
->wrapping
;
254 ret
[3].name
= "Barrier probability";
255 ret
[3].type
= C_STRING
;
256 sprintf(buf
, "%g", params
->barrier_probability
);
257 ret
[3].sval
= dupstr(buf
);
268 static game_params
*custom_params(config_item
*cfg
)
270 game_params
*ret
= snew(game_params
);
272 ret
->width
= atoi(cfg
[0].sval
);
273 ret
->height
= atoi(cfg
[1].sval
);
274 ret
->wrapping
= cfg
[2].ival
;
275 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
280 static char *validate_params(game_params
*params
)
282 if (params
->width
<= 0 && params
->height
<= 0)
283 return "Width and height must both be greater than zero";
284 if (params
->width
<= 0)
285 return "Width must be greater than zero";
286 if (params
->height
<= 0)
287 return "Height must be greater than zero";
288 if (params
->width
<= 1 && params
->height
<= 1)
289 return "At least one of width and height must be greater than one";
290 if (params
->barrier_probability
< 0)
291 return "Barrier probability may not be negative";
292 if (params
->barrier_probability
> 1)
293 return "Barrier probability may not be greater than 1";
297 /* ----------------------------------------------------------------------
298 * Randomly select a new game seed.
301 static char *new_game_seed(game_params
*params
, random_state
*rs
,
305 * The full description of a Net game is far too large to
306 * encode directly in the seed, so by default we'll have to go
307 * for the simple approach of providing a random-number seed.
309 * (This does not restrict me from _later on_ inventing a seed
310 * string syntax which can never be generated by this code -
311 * for example, strings beginning with a letter - allowing me
312 * to type in a precise game, and have new_game detect it and
313 * understand it and do something completely different.)
316 sprintf(buf
, "%lu", random_bits(rs
, 32));
320 static void game_free_aux_info(game_aux_info
*aux
)
322 assert(!"Shouldn't happen");
325 static char *validate_seed(game_params
*params
, char *seed
)
328 * Since any string at all will suffice to seed the RNG, there
329 * is no validation required.
334 /* ----------------------------------------------------------------------
335 * Construct an initial game state, given a seed and parameters.
338 static game_state
*new_game(game_params
*params
, char *seed
)
342 tree234
*possibilities
, *barriers
;
343 int w
, h
, x
, y
, nbarriers
;
345 assert(params
->width
> 0 && params
->height
> 0);
346 assert(params
->width
> 1 || params
->height
> 1);
349 * Create a blank game state.
351 state
= snew(game_state
);
352 w
= state
->width
= params
->width
;
353 h
= state
->height
= params
->height
;
354 state
->cx
= state
->width
/ 2;
355 state
->cy
= state
->height
/ 2;
356 state
->wrapping
= params
->wrapping
;
357 state
->last_rotate_dir
= 0;
358 state
->completed
= state
->used_solve
= state
->just_used_solve
= FALSE
;
359 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
360 memset(state
->tiles
, 0, state
->width
* state
->height
);
361 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
362 memset(state
->barriers
, 0, state
->width
* state
->height
);
365 * Set up border barriers if this is a non-wrapping game.
367 if (!state
->wrapping
) {
368 for (x
= 0; x
< state
->width
; x
++) {
369 barrier(state
, x
, 0) |= U
;
370 barrier(state
, x
, state
->height
-1) |= D
;
372 for (y
= 0; y
< state
->height
; y
++) {
373 barrier(state
, 0, y
) |= L
;
374 barrier(state
, state
->width
-1, y
) |= R
;
379 * Seed the internal random number generator.
381 rs
= random_init(seed
, strlen(seed
));
384 * Construct the unshuffled grid.
386 * To do this, we simply start at the centre point, repeatedly
387 * choose a random possibility out of the available ways to
388 * extend a used square into an unused one, and do it. After
389 * extending the third line out of a square, we remove the
390 * fourth from the possibilities list to avoid any full-cross
391 * squares (which would make the game too easy because they
392 * only have one orientation).
394 * The slightly worrying thing is the avoidance of full-cross
395 * squares. Can this cause our unsophisticated construction
396 * algorithm to paint itself into a corner, by getting into a
397 * situation where there are some unreached squares and the
398 * only way to reach any of them is to extend a T-piece into a
401 * Answer: no it can't, and here's a proof.
403 * Any contiguous group of such unreachable squares must be
404 * surrounded on _all_ sides by T-pieces pointing away from the
405 * group. (If not, then there is a square which can be extended
406 * into one of the `unreachable' ones, and so it wasn't
407 * unreachable after all.) In particular, this implies that
408 * each contiguous group of unreachable squares must be
409 * rectangular in shape (any deviation from that yields a
410 * non-T-piece next to an `unreachable' square).
412 * So we have a rectangle of unreachable squares, with T-pieces
413 * forming a solid border around the rectangle. The corners of
414 * that border must be connected (since every tile connects all
415 * the lines arriving in it), and therefore the border must
416 * form a closed loop around the rectangle.
418 * But this can't have happened in the first place, since we
419 * _know_ we've avoided creating closed loops! Hence, no such
420 * situation can ever arise, and the naive grid construction
421 * algorithm will guaranteeably result in a complete grid
422 * containing no unreached squares, no full crosses _and_ no
425 possibilities
= newtree234(xyd_cmp
);
427 if (state
->cx
+1 < state
->width
)
428 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
429 if (state
->cy
-1 >= 0)
430 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
431 if (state
->cx
-1 >= 0)
432 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
433 if (state
->cy
+1 < state
->height
)
434 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
436 while (count234(possibilities
) > 0) {
439 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
442 * Extract a randomly chosen possibility from the list.
444 i
= random_upto(rs
, count234(possibilities
));
445 xyd
= delpos234(possibilities
, i
);
451 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
454 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
455 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
459 * Make the connection. (We should be moving to an as yet
462 tile(state
, x1
, y1
) |= d1
;
463 assert(tile(state
, x2
, y2
) == 0);
464 tile(state
, x2
, y2
) |= d2
;
467 * If we have created a T-piece, remove its last
470 if (COUNT(tile(state
, x1
, y1
)) == 3) {
471 struct xyd xyd1
, *xydp
;
475 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
477 xydp
= find234(possibilities
, &xyd1
, NULL
);
481 printf("T-piece; removing (%d,%d,%c)\n",
482 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
484 del234(possibilities
, xydp
);
490 * Remove all other possibilities that were pointing at the
491 * tile we've just moved into.
493 for (d
= 1; d
< 0x10; d
<<= 1) {
495 struct xyd xyd1
, *xydp
;
497 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
504 xydp
= find234(possibilities
, &xyd1
, NULL
);
508 printf("Loop avoidance; removing (%d,%d,%c)\n",
509 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
511 del234(possibilities
, xydp
);
517 * Add new possibilities to the list for moving _out_ of
518 * the tile we have just moved into.
520 for (d
= 1; d
< 0x10; d
<<= 1) {
524 continue; /* we've got this one already */
526 if (!state
->wrapping
) {
527 if (d
== U
&& y2
== 0)
529 if (d
== D
&& y2
== state
->height
-1)
531 if (d
== L
&& x2
== 0)
533 if (d
== R
&& x2
== state
->width
-1)
537 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
539 if (tile(state
, x3
, y3
))
540 continue; /* this would create a loop */
543 printf("New frontier; adding (%d,%d,%c)\n",
544 x2
, y2
, "0RU3L567D9abcdef"[d
]);
546 add234(possibilities
, new_xyd(x2
, y2
, d
));
549 /* Having done that, we should have no possibilities remaining. */
550 assert(count234(possibilities
) == 0);
551 freetree234(possibilities
);
554 * Now compute a list of the possible barrier locations.
556 barriers
= newtree234(xyd_cmp
);
557 for (y
= 0; y
< state
->height
; y
++) {
558 for (x
= 0; x
< state
->width
; x
++) {
560 if (!(tile(state
, x
, y
) & R
) &&
561 (state
->wrapping
|| x
< state
->width
-1))
562 add234(barriers
, new_xyd(x
, y
, R
));
563 if (!(tile(state
, x
, y
) & D
) &&
564 (state
->wrapping
|| y
< state
->height
-1))
565 add234(barriers
, new_xyd(x
, y
, D
));
570 * Save the unshuffled grid. We do this using a separate
571 * reference-counted structure since it's a large chunk of
572 * memory which we don't want to have to replicate in every
573 * game state while playing.
576 struct solved_game_state
*solution
;
578 solution
= snew(struct solved_game_state
);
579 solution
->width
= state
->width
;
580 solution
->height
= state
->height
;
581 solution
->refcount
= 1;
582 solution
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
583 memcpy(solution
->tiles
, state
->tiles
, state
->width
* state
->height
);
585 state
->solution
= solution
;
589 * Now shuffle the grid.
591 for (y
= 0; y
< state
->height
; y
++) {
592 for (x
= 0; x
< state
->width
; x
++) {
593 int orig
= tile(state
, x
, y
);
594 int rot
= random_upto(rs
, 4);
595 tile(state
, x
, y
) = ROT(orig
, rot
);
600 * And now choose barrier locations. (We carefully do this
601 * _after_ shuffling, so that changing the barrier rate in the
602 * params while keeping the game seed the same will give the
603 * same shuffled grid and _only_ change the barrier locations.
604 * Also the way we choose barrier locations, by repeatedly
605 * choosing one possibility from the list until we have enough,
606 * is designed to ensure that raising the barrier rate while
607 * keeping the seed the same will provide a superset of the
608 * previous barrier set - i.e. if you ask for 10 barriers, and
609 * then decide that's still too hard and ask for 20, you'll get
610 * the original 10 plus 10 more, rather than getting 20 new
611 * ones and the chance of remembering your first 10.)
613 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
614 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
616 while (nbarriers
> 0) {
619 int x1
, y1
, d1
, x2
, y2
, d2
;
622 * Extract a randomly chosen barrier from the list.
624 i
= random_upto(rs
, count234(barriers
));
625 xyd
= delpos234(barriers
, i
);
634 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
637 barrier(state
, x1
, y1
) |= d1
;
638 barrier(state
, x2
, y2
) |= d2
;
644 * Clean up the rest of the barrier list.
649 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
652 freetree234(barriers
);
656 * Set up the barrier corner flags, for drawing barriers
657 * prettily when they meet.
659 for (y
= 0; y
< state
->height
; y
++) {
660 for (x
= 0; x
< state
->width
; x
++) {
663 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
665 int x1
, y1
, x2
, y2
, x3
, y3
;
668 if (!(barrier(state
, x
, y
) & dir
))
671 if (barrier(state
, x
, y
) & dir2
)
674 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
675 if (x1
>= 0 && x1
< state
->width
&&
676 y1
>= 0 && y1
< state
->height
&&
677 (barrier(state
, x1
, y1
) & dir2
))
680 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
681 if (x2
>= 0 && x2
< state
->width
&&
682 y2
>= 0 && y2
< state
->height
&&
683 (barrier(state
, x2
, y2
) & dir
))
687 barrier(state
, x
, y
) |= (dir
<< 4);
688 if (x1
>= 0 && x1
< state
->width
&&
689 y1
>= 0 && y1
< state
->height
)
690 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
691 if (x2
>= 0 && x2
< state
->width
&&
692 y2
>= 0 && y2
< state
->height
)
693 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
694 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
695 if (x3
>= 0 && x3
< state
->width
&&
696 y3
>= 0 && y3
< state
->height
)
697 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
708 static game_state
*dup_game(game_state
*state
)
712 ret
= snew(game_state
);
713 ret
->width
= state
->width
;
714 ret
->height
= state
->height
;
717 ret
->wrapping
= state
->wrapping
;
718 ret
->completed
= state
->completed
;
719 ret
->used_solve
= state
->used_solve
;
720 ret
->just_used_solve
= state
->just_used_solve
;
721 ret
->last_rotate_dir
= state
->last_rotate_dir
;
722 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
723 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
724 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
725 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
726 ret
->solution
= state
->solution
;
728 ret
->solution
->refcount
++;
733 static void free_game(game_state
*state
)
735 if (state
->solution
&& --state
->solution
->refcount
<= 0) {
736 sfree(state
->solution
->tiles
);
737 sfree(state
->solution
);
740 sfree(state
->barriers
);
744 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
749 if (!state
->solution
) {
751 * 2005-05-02: This shouldn't happen, at the time of
752 * writing, because Net is incapable of receiving a puzzle
753 * description from outside. If in future it becomes so,
754 * then we will have puzzles for which we don't know the
757 *error
= "Solution not known for this puzzle";
761 assert(state
->solution
->width
== state
->width
);
762 assert(state
->solution
->height
== state
->height
);
763 ret
= dup_game(state
);
764 memcpy(ret
->tiles
, state
->solution
->tiles
, ret
->width
* ret
->height
);
765 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
766 ret
->completed
= TRUE
;
771 static char *game_text_format(game_state
*state
)
776 /* ----------------------------------------------------------------------
781 * Compute which squares are reachable from the centre square, as a
782 * quick visual aid to determining how close the game is to
783 * completion. This is also a simple way to tell if the game _is_
784 * completed - just call this function and see whether every square
787 static unsigned char *compute_active(game_state
*state
)
789 unsigned char *active
;
793 active
= snewn(state
->width
* state
->height
, unsigned char);
794 memset(active
, 0, state
->width
* state
->height
);
797 * We only store (x,y) pairs in todo, but it's easier to reuse
798 * xyd_cmp and just store direction 0 every time.
800 todo
= newtree234(xyd_cmp
);
801 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
802 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
804 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
805 int x1
, y1
, d1
, x2
, y2
, d2
;
811 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
812 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
816 * If the next tile in this direction is connected to
817 * us, and there isn't a barrier in the way, and it
818 * isn't already marked active, then mark it active and
819 * add it to the to-examine list.
821 if ((tile(state
, x1
, y1
) & d1
) &&
822 (tile(state
, x2
, y2
) & d2
) &&
823 !(barrier(state
, x1
, y1
) & d1
) &&
824 !index(state
, active
, x2
, y2
)) {
825 index(state
, active
, x2
, y2
) = ACTIVE
;
826 add234(todo
, new_xyd(x2
, y2
, 0));
830 /* Now we expect the todo list to have shrunk to zero size. */
831 assert(count234(todo
) == 0);
840 random_state
*rs
; /* used for jumbling */
843 static game_ui
*new_ui(game_state
*state
)
847 game_ui
*ui
= snew(game_ui
);
848 ui
->cur_x
= state
->width
/ 2;
849 ui
->cur_y
= state
->height
/ 2;
850 ui
->cur_visible
= FALSE
;
851 get_random_seed(&seed
, &seedsize
);
852 ui
->rs
= random_init(seed
, seedsize
);
858 static void free_ui(game_ui
*ui
)
864 /* ----------------------------------------------------------------------
867 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
868 int x
, int y
, int button
)
870 game_state
*ret
, *nullret
;
875 if (button
== LEFT_BUTTON
||
876 button
== MIDDLE_BUTTON
||
877 button
== RIGHT_BUTTON
) {
879 if (ui
->cur_visible
) {
880 ui
->cur_visible
= FALSE
;
885 * The button must have been clicked on a valid tile.
887 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
888 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
893 if (tx
>= state
->width
|| ty
>= state
->height
)
895 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
896 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
898 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
899 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
900 if (button
== CURSOR_UP
&& ui
->cur_y
> 0)
902 else if (button
== CURSOR_DOWN
&& ui
->cur_y
< state
->height
-1)
904 else if (button
== CURSOR_LEFT
&& ui
->cur_x
> 0)
906 else if (button
== CURSOR_RIGHT
&& ui
->cur_x
< state
->width
-1)
909 return nullret
; /* no cursor movement */
910 ui
->cur_visible
= TRUE
;
911 return state
; /* UI activity has occurred */
912 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
913 button
== 'A' || button
== 'S' || button
== 'D') {
916 if (button
== 'a' || button
== 'A')
917 button
= LEFT_BUTTON
;
918 else if (button
== 's' || button
== 'S')
919 button
= MIDDLE_BUTTON
;
920 else if (button
== 'd' || button
== 'D')
921 button
= RIGHT_BUTTON
;
922 ui
->cur_visible
= TRUE
;
923 } else if (button
== 'j' || button
== 'J') {
924 /* XXX should we have some mouse control for this? */
925 button
= 'J'; /* canonify */
926 tx
= ty
= -1; /* shut gcc up :( */
931 * The middle button locks or unlocks a tile. (A locked tile
932 * cannot be turned, and is visually marked as being locked.
933 * This is a convenience for the player, so that once they are
934 * sure which way round a tile goes, they can lock it and thus
935 * avoid forgetting later on that they'd already done that one;
936 * and the locking also prevents them turning the tile by
937 * accident. If they change their mind, another middle click
940 if (button
== MIDDLE_BUTTON
) {
942 ret
= dup_game(state
);
943 ret
->just_used_solve
= FALSE
;
944 tile(ret
, tx
, ty
) ^= LOCKED
;
945 ret
->last_rotate_dir
= 0;
948 } else if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
951 * The left and right buttons have no effect if clicked on a
954 if (tile(state
, tx
, ty
) & LOCKED
)
958 * Otherwise, turn the tile one way or the other. Left button
959 * turns anticlockwise; right button turns clockwise.
961 ret
= dup_game(state
);
962 ret
->just_used_solve
= FALSE
;
963 orig
= tile(ret
, tx
, ty
);
964 if (button
== LEFT_BUTTON
) {
965 tile(ret
, tx
, ty
) = A(orig
);
966 ret
->last_rotate_dir
= +1;
968 tile(ret
, tx
, ty
) = C(orig
);
969 ret
->last_rotate_dir
= -1;
972 } else if (button
== 'J') {
975 * Jumble all unlocked tiles to random orientations.
978 ret
= dup_game(state
);
979 ret
->just_used_solve
= FALSE
;
980 for (jy
= 0; jy
< ret
->height
; jy
++) {
981 for (jx
= 0; jx
< ret
->width
; jx
++) {
982 if (!(tile(ret
, jx
, jy
) & LOCKED
)) {
983 int rot
= random_upto(ui
->rs
, 4);
984 orig
= tile(ret
, jx
, jy
);
985 tile(ret
, jx
, jy
) = ROT(orig
, rot
);
989 ret
->last_rotate_dir
= 0; /* suppress animation */
994 * Check whether the game has been completed.
997 unsigned char *active
= compute_active(ret
);
1001 for (x1
= 0; x1
< ret
->width
; x1
++)
1002 for (y1
= 0; y1
< ret
->height
; y1
++)
1003 if (!index(ret
, active
, x1
, y1
)) {
1005 goto break_label
; /* break out of two loops at once */
1012 ret
->completed
= TRUE
;
1018 /* ----------------------------------------------------------------------
1019 * Routines for drawing the game position on the screen.
1022 struct game_drawstate
{
1025 unsigned char *visible
;
1028 static game_drawstate
*game_new_drawstate(game_state
*state
)
1030 game_drawstate
*ds
= snew(game_drawstate
);
1032 ds
->started
= FALSE
;
1033 ds
->width
= state
->width
;
1034 ds
->height
= state
->height
;
1035 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1036 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1041 static void game_free_drawstate(game_drawstate
*ds
)
1047 static void game_size(game_params
*params
, int *x
, int *y
)
1049 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
1050 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
1053 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1057 ret
= snewn(NCOLOURS
* 3, float);
1058 *ncolours
= NCOLOURS
;
1061 * Basic background colour is whatever the front end thinks is
1062 * a sensible default.
1064 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1069 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
1070 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
1071 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1074 * Powered wires and powered endpoints are cyan.
1076 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1077 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1078 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1083 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1084 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1085 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1088 * Unpowered endpoints are blue.
1090 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1091 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1092 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1095 * Tile borders are a darker grey than the background.
1097 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1098 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1099 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1102 * Locked tiles are a grey in between those two.
1104 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1105 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1106 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1111 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1114 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1115 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1116 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1117 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1118 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1121 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1124 int mx
= (x1
< x2 ? x1
: x2
);
1125 int my
= (y1
< y2 ? y1
: y2
);
1126 int dx
= (x2
+ x1
- 2*mx
+ 1);
1127 int dy
= (y2
+ y1
- 2*my
+ 1);
1129 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1132 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1134 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1135 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1136 int x1
, y1
, dx
, dy
, dir2
;
1141 dx
= X(dir
) + X(dir2
);
1142 dy
= Y(dir
) + Y(dir2
);
1143 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1144 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1147 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1148 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1150 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1151 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1154 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1155 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1160 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1162 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1163 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1166 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1167 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1168 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1169 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1172 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1174 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1178 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1179 float angle
, int cursor
)
1181 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1182 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1184 float cx
, cy
, ex
, ey
, tx
, ty
;
1185 int dir
, col
, phase
;
1188 * When we draw a single tile, we must draw everything up to
1189 * and including the borders around the tile. This means that
1190 * if the neighbouring tiles have connections to those borders,
1191 * we must draw those connections on the borders themselves.
1193 * This would be terribly fiddly if we ever had to draw a tile
1194 * while its neighbour was in mid-rotate, because we'd have to
1195 * arrange to _know_ that the neighbour was being rotated and
1196 * hence had an anomalous effect on the redraw of this tile.
1197 * Fortunately, the drawing algorithm avoids ever calling us in
1198 * this circumstance: we're either drawing lots of straight
1199 * tiles at game start or after a move is complete, or we're
1200 * repeatedly drawing only the rotating tile. So no problem.
1204 * So. First blank the tile out completely: draw a big
1205 * rectangle in border colour, and a smaller rectangle in
1206 * background colour to fill it in.
1208 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1210 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1211 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1212 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
1215 * Draw an inset outline rectangle as a cursor, in whichever of
1216 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
1220 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1221 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1222 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1223 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1224 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1225 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1226 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1227 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1228 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1229 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1230 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1231 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1235 * Set up the rotation matrix.
1237 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
1238 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
1239 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
1240 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
1245 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1246 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1247 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1249 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1250 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1251 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1252 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1253 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
1257 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1259 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1260 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1261 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1262 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1263 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
1268 * Draw the box in the middle. We do this in blue if the tile
1269 * is an unpowered endpoint, in cyan if the tile is a powered
1270 * endpoint, in black if the tile is the centrepiece, and
1271 * otherwise not at all.
1274 if (x
== state
->cx
&& y
== state
->cy
)
1276 else if (COUNT(tile
) == 1) {
1277 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1282 points
[0] = +1; points
[1] = +1;
1283 points
[2] = +1; points
[3] = -1;
1284 points
[4] = -1; points
[5] = -1;
1285 points
[6] = -1; points
[7] = +1;
1287 for (i
= 0; i
< 8; i
+= 2) {
1288 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1289 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1290 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1291 points
[i
] = bx
+(int)(cx
+tx
);
1292 points
[i
+1] = by
+(int)(cy
+ty
);
1295 draw_polygon(fe
, points
, 4, TRUE
, col
);
1296 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1300 * Draw the points on the border if other tiles are connected
1303 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1304 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1312 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1315 if (!(tile(state
, ox
, oy
) & F(dir
)))
1318 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1319 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1320 lx
= dx
* (TILE_BORDER
-1);
1321 ly
= dy
* (TILE_BORDER
-1);
1325 if (angle
== 0.0 && (tile
& dir
)) {
1327 * If we are fully connected to the other tile, we must
1328 * draw right across the tile border. (We can use our
1329 * own ACTIVE state to determine what colour to do this
1330 * in: if we are fully connected to the other tile then
1331 * the two ACTIVE states will be the same.)
1333 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1334 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1335 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1338 * The other tile extends into our border, but isn't
1339 * actually connected to us. Just draw a single black
1342 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1347 * Draw barrier corners, and then barriers.
1349 for (phase
= 0; phase
< 2; phase
++) {
1350 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1351 if (barrier(state
, x
, y
) & (dir
<< 4))
1352 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1353 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1354 if (barrier(state
, x
, y
) & dir
)
1355 draw_barrier(fe
, x
, y
, dir
, phase
);
1358 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1361 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1362 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
1364 int x
, y
, tx
, ty
, frame
, last_rotate_dir
;
1365 unsigned char *active
;
1369 * Clear the screen and draw the exterior barrier lines if this
1370 * is our first call.
1378 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1379 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1381 draw_update(fe
, 0, 0,
1382 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1383 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1385 for (phase
= 0; phase
< 2; phase
++) {
1387 for (x
= 0; x
< ds
->width
; x
++) {
1388 if (barrier(state
, x
, 0) & UL
)
1389 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1390 if (barrier(state
, x
, 0) & RU
)
1391 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1392 if (barrier(state
, x
, 0) & U
)
1393 draw_barrier(fe
, x
, -1, D
, phase
);
1394 if (barrier(state
, x
, ds
->height
-1) & DR
)
1395 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1396 if (barrier(state
, x
, ds
->height
-1) & LD
)
1397 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1398 if (barrier(state
, x
, ds
->height
-1) & D
)
1399 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1402 for (y
= 0; y
< ds
->height
; y
++) {
1403 if (barrier(state
, 0, y
) & UL
)
1404 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1405 if (barrier(state
, 0, y
) & LD
)
1406 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1407 if (barrier(state
, 0, y
) & L
)
1408 draw_barrier(fe
, -1, y
, R
, phase
);
1409 if (barrier(state
, ds
->width
-1, y
) & RU
)
1410 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1411 if (barrier(state
, ds
->width
-1, y
) & DR
)
1412 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1413 if (barrier(state
, ds
->width
-1, y
) & R
)
1414 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1420 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
1421 state
->last_rotate_dir
;
1422 if (oldstate
&& (t
< ROTATE_TIME
) && last_rotate_dir
) {
1424 * We're animating a single tile rotation. Find the turning tile,
1427 for (x
= 0; x
< oldstate
->width
; x
++)
1428 for (y
= 0; y
< oldstate
->height
; y
++)
1429 if ((tile(oldstate
, x
, y
) ^ tile(state
, x
, y
)) & 0xF) {
1431 goto break_label
; /* leave both loops at once */
1436 angle
= last_rotate_dir
* dir
* 90.0F
* (t
/ ROTATE_TIME
);
1444 * We're animating a completion flash. Find which frame
1447 frame
= (int)(ft
/ FLASH_FRAME
);
1451 * Draw any tile which differs from the way it was last drawn.
1453 active
= compute_active(state
);
1455 for (x
= 0; x
< ds
->width
; x
++)
1456 for (y
= 0; y
< ds
->height
; y
++) {
1457 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1460 * In a completion flash, we adjust the LOCKED bit
1461 * depending on our distance from the centre point and
1465 int xdist
, ydist
, dist
;
1466 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1467 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1468 dist
= (xdist
> ydist ? xdist
: ydist
);
1470 if (frame
>= dist
&& frame
< dist
+4) {
1471 int lock
= (frame
- dist
) & 1;
1472 lock
= lock ? LOCKED
: 0;
1473 c
= (c
&~ LOCKED
) | lock
;
1477 if (index(state
, ds
->visible
, x
, y
) != c
||
1478 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1479 (x
== tx
&& y
== ty
) ||
1480 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)) {
1481 draw_tile(fe
, state
, x
, y
, c
,
1482 (x
== tx
&& y
== ty ? angle
: 0.0F
),
1483 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
));
1484 if ((x
== tx
&& y
== ty
) ||
1485 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
))
1486 index(state
, ds
->visible
, x
, y
) = 0xFF;
1488 index(state
, ds
->visible
, x
, y
) = c
;
1493 * Update the status bar.
1496 char statusbuf
[256];
1499 n
= state
->width
* state
->height
;
1500 for (i
= a
= 0; i
< n
; i
++)
1504 sprintf(statusbuf
, "%sActive: %d/%d",
1505 (state
->used_solve ?
"Auto-solved. " :
1506 state
->completed ?
"COMPLETED! " : ""), a
, n
);
1508 status_bar(fe
, statusbuf
);
1514 static float game_anim_length(game_state
*oldstate
,
1515 game_state
*newstate
, int dir
)
1517 int x
, y
, last_rotate_dir
;
1520 * Don't animate an auto-solve move.
1522 if ((dir
> 0 && newstate
->just_used_solve
) ||
1523 (dir
< 0 && oldstate
->just_used_solve
))
1527 * Don't animate if last_rotate_dir is zero.
1529 last_rotate_dir
= dir
==-1 ? oldstate
->last_rotate_dir
:
1530 newstate
->last_rotate_dir
;
1531 if (last_rotate_dir
) {
1534 * If there's a tile which has been rotated, allow time to
1535 * animate its rotation.
1537 for (x
= 0; x
< oldstate
->width
; x
++)
1538 for (y
= 0; y
< oldstate
->height
; y
++)
1539 if ((tile(oldstate
, x
, y
) ^ tile(newstate
, x
, y
)) & 0xF) {
1548 static float game_flash_length(game_state
*oldstate
,
1549 game_state
*newstate
, int dir
)
1552 * If the game has just been completed, we display a completion
1555 if (!oldstate
->completed
&& newstate
->completed
&&
1556 !oldstate
->used_solve
&& !newstate
->used_solve
) {
1559 if (size
< newstate
->cx
+1)
1560 size
= newstate
->cx
+1;
1561 if (size
< newstate
->cy
+1)
1562 size
= newstate
->cy
+1;
1563 if (size
< newstate
->width
- newstate
->cx
)
1564 size
= newstate
->width
- newstate
->cx
;
1565 if (size
< newstate
->height
- newstate
->cy
)
1566 size
= newstate
->height
- newstate
->cy
;
1567 return FLASH_FRAME
* (size
+4);
1573 static int game_wants_statusbar(void)
1582 const struct game thegame
= {
1590 TRUE
, game_configure
, custom_params
,
1599 FALSE
, game_text_format
,
1606 game_free_drawstate
,
1610 game_wants_statusbar
,