14 const char *const game_name
= "Net";
15 const int game_can_configure
= TRUE
;
17 #define PI 3.141592653589793238462643383279502884197169399
19 #define MATMUL(xr,yr,m,x,y) do { \
20 float rx, ry, xx = (x), yy = (y), *mat = (m); \
21 rx = mat[0] * xx + mat[2] * yy; \
22 ry = mat[1] * xx + mat[3] * yy; \
23 (xr) = rx; (yr) = ry; \
26 /* Direction and other bitfields */
33 /* Corner flags go in the barriers array */
39 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
40 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
41 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
42 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
43 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
44 ((n)&3) == 1 ? A(x) : \
45 ((n)&3) == 2 ? F(x) : C(x) )
47 /* X and Y displacements */
48 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
49 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
52 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
53 (((x) & 0x02) >> 1) + ((x) & 0x01) )
57 #define WINDOW_OFFSET 16
59 #define ROTATE_TIME 0.13F
60 #define FLASH_FRAME 0.07F
77 float barrier_probability
;
81 int width
, height
, cx
, cy
, wrapping
, completed
, last_rotate_dir
;
83 unsigned char *barriers
;
86 #define OFFSET(x2,y2,x1,y1,dir,state) \
87 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
88 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
90 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
91 #define tile(state, x, y) index(state, (state)->tiles, x, y)
92 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
98 static int xyd_cmp(void *av
, void *bv
) {
99 struct xyd
*a
= (struct xyd
*)av
;
100 struct xyd
*b
= (struct xyd
*)bv
;
109 if (a
->direction
< b
->direction
)
111 if (a
->direction
> b
->direction
)
116 static struct xyd
*new_xyd(int x
, int y
, int direction
)
118 struct xyd
*xyd
= snew(struct xyd
);
121 xyd
->direction
= direction
;
125 /* ----------------------------------------------------------------------
126 * Manage game parameters.
128 game_params
*default_params(void)
130 game_params
*ret
= snew(game_params
);
134 ret
->wrapping
= FALSE
;
135 ret
->barrier_probability
= 0.0;
140 int game_fetch_preset(int i
, char **name
, game_params
**params
)
144 static const struct { int x
, y
, wrap
; } values
[] = {
157 if (i
< 0 || i
>= lenof(values
))
160 ret
= snew(game_params
);
161 ret
->width
= values
[i
].x
;
162 ret
->height
= values
[i
].y
;
163 ret
->wrapping
= values
[i
].wrap
;
164 ret
->barrier_probability
= 0.0;
166 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
167 ret
->wrapping ?
" wrapping" : "");
174 void free_params(game_params
*params
)
179 game_params
*dup_params(game_params
*params
)
181 game_params
*ret
= snew(game_params
);
182 *ret
= *params
; /* structure copy */
186 config_item
*game_configure(game_params
*params
)
191 ret
= snewn(5, config_item
);
193 ret
[0].name
= "Width";
194 ret
[0].type
= C_STRING
;
195 sprintf(buf
, "%d", params
->width
);
196 ret
[0].sval
= dupstr(buf
);
199 ret
[1].name
= "Height";
200 ret
[1].type
= C_STRING
;
201 sprintf(buf
, "%d", params
->height
);
202 ret
[1].sval
= dupstr(buf
);
205 ret
[2].name
= "Walls wrap around";
206 ret
[2].type
= C_BOOLEAN
;
208 ret
[2].ival
= params
->wrapping
;
210 ret
[3].name
= "Barrier probability";
211 ret
[3].type
= C_STRING
;
212 sprintf(buf
, "%g", params
->barrier_probability
);
213 ret
[3].sval
= dupstr(buf
);
224 game_params
*custom_params(config_item
*cfg
)
226 game_params
*ret
= snew(game_params
);
228 ret
->width
= atoi(cfg
[0].sval
);
229 ret
->height
= atoi(cfg
[1].sval
);
230 ret
->wrapping
= cfg
[2].ival
;
231 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
236 char *validate_params(game_params
*params
)
238 if (params
->width
<= 0 && params
->height
<= 0)
239 return "Width and height must both be greater than zero";
240 if (params
->width
<= 0)
241 return "Width must be greater than zero";
242 if (params
->height
<= 0)
243 return "Height must be greater than zero";
244 if (params
->width
<= 1 && params
->height
<= 1)
245 return "At least one of width and height must be greater than one";
246 if (params
->barrier_probability
< 0)
247 return "Barrier probability may not be negative";
248 if (params
->barrier_probability
> 1)
249 return "Barrier probability may not be greater than 1";
253 /* ----------------------------------------------------------------------
254 * Randomly select a new game seed.
257 char *new_game_seed(game_params
*params
, random_state
*rs
)
260 * The full description of a Net game is far too large to
261 * encode directly in the seed, so by default we'll have to go
262 * for the simple approach of providing a random-number seed.
264 * (This does not restrict me from _later on_ inventing a seed
265 * string syntax which can never be generated by this code -
266 * for example, strings beginning with a letter - allowing me
267 * to type in a precise game, and have new_game detect it and
268 * understand it and do something completely different.)
271 sprintf(buf
, "%lu", random_bits(rs
, 32));
275 char *validate_seed(game_params
*params
, char *seed
)
278 * Since any string at all will suffice to seed the RNG, there
279 * is no validation required.
284 /* ----------------------------------------------------------------------
285 * Construct an initial game state, given a seed and parameters.
288 game_state
*new_game(game_params
*params
, char *seed
)
292 tree234
*possibilities
, *barriers
;
293 int w
, h
, x
, y
, nbarriers
;
295 assert(params
->width
> 0 && params
->height
> 0);
296 assert(params
->width
> 1 || params
->height
> 1);
299 * Create a blank game state.
301 state
= snew(game_state
);
302 w
= state
->width
= params
->width
;
303 h
= state
->height
= params
->height
;
304 state
->cx
= state
->width
/ 2;
305 state
->cy
= state
->height
/ 2;
306 state
->wrapping
= params
->wrapping
;
307 state
->last_rotate_dir
= +1; /* *shrug* */
308 state
->completed
= FALSE
;
309 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
310 memset(state
->tiles
, 0, state
->width
* state
->height
);
311 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
312 memset(state
->barriers
, 0, state
->width
* state
->height
);
315 * Set up border barriers if this is a non-wrapping game.
317 if (!state
->wrapping
) {
318 for (x
= 0; x
< state
->width
; x
++) {
319 barrier(state
, x
, 0) |= U
;
320 barrier(state
, x
, state
->height
-1) |= D
;
322 for (y
= 0; y
< state
->height
; y
++) {
323 barrier(state
, 0, y
) |= L
;
324 barrier(state
, state
->width
-1, y
) |= R
;
329 * Seed the internal random number generator.
331 rs
= random_init(seed
, strlen(seed
));
334 * Construct the unshuffled grid.
336 * To do this, we simply start at the centre point, repeatedly
337 * choose a random possibility out of the available ways to
338 * extend a used square into an unused one, and do it. After
339 * extending the third line out of a square, we remove the
340 * fourth from the possibilities list to avoid any full-cross
341 * squares (which would make the game too easy because they
342 * only have one orientation).
344 * The slightly worrying thing is the avoidance of full-cross
345 * squares. Can this cause our unsophisticated construction
346 * algorithm to paint itself into a corner, by getting into a
347 * situation where there are some unreached squares and the
348 * only way to reach any of them is to extend a T-piece into a
351 * Answer: no it can't, and here's a proof.
353 * Any contiguous group of such unreachable squares must be
354 * surrounded on _all_ sides by T-pieces pointing away from the
355 * group. (If not, then there is a square which can be extended
356 * into one of the `unreachable' ones, and so it wasn't
357 * unreachable after all.) In particular, this implies that
358 * each contiguous group of unreachable squares must be
359 * rectangular in shape (any deviation from that yields a
360 * non-T-piece next to an `unreachable' square).
362 * So we have a rectangle of unreachable squares, with T-pieces
363 * forming a solid border around the rectangle. The corners of
364 * that border must be connected (since every tile connects all
365 * the lines arriving in it), and therefore the border must
366 * form a closed loop around the rectangle.
368 * But this can't have happened in the first place, since we
369 * _know_ we've avoided creating closed loops! Hence, no such
370 * situation can ever arise, and the naive grid construction
371 * algorithm will guaranteeably result in a complete grid
372 * containing no unreached squares, no full crosses _and_ no
375 possibilities
= newtree234(xyd_cmp
);
377 if (state
->cx
+1 < state
->width
)
378 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
379 if (state
->cy
-1 >= 0)
380 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
381 if (state
->cx
-1 >= 0)
382 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
383 if (state
->cy
+1 < state
->height
)
384 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
386 while (count234(possibilities
) > 0) {
389 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
392 * Extract a randomly chosen possibility from the list.
394 i
= random_upto(rs
, count234(possibilities
));
395 xyd
= delpos234(possibilities
, i
);
401 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
404 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
405 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
409 * Make the connection. (We should be moving to an as yet
412 tile(state
, x1
, y1
) |= d1
;
413 assert(tile(state
, x2
, y2
) == 0);
414 tile(state
, x2
, y2
) |= d2
;
417 * If we have created a T-piece, remove its last
420 if (COUNT(tile(state
, x1
, y1
)) == 3) {
421 struct xyd xyd1
, *xydp
;
425 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
427 xydp
= find234(possibilities
, &xyd1
, NULL
);
431 printf("T-piece; removing (%d,%d,%c)\n",
432 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
434 del234(possibilities
, xydp
);
440 * Remove all other possibilities that were pointing at the
441 * tile we've just moved into.
443 for (d
= 1; d
< 0x10; d
<<= 1) {
445 struct xyd xyd1
, *xydp
;
447 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
454 xydp
= find234(possibilities
, &xyd1
, NULL
);
458 printf("Loop avoidance; removing (%d,%d,%c)\n",
459 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
461 del234(possibilities
, xydp
);
467 * Add new possibilities to the list for moving _out_ of
468 * the tile we have just moved into.
470 for (d
= 1; d
< 0x10; d
<<= 1) {
474 continue; /* we've got this one already */
476 if (!state
->wrapping
) {
477 if (d
== U
&& y2
== 0)
479 if (d
== D
&& y2
== state
->height
-1)
481 if (d
== L
&& x2
== 0)
483 if (d
== R
&& x2
== state
->width
-1)
487 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
489 if (tile(state
, x3
, y3
))
490 continue; /* this would create a loop */
493 printf("New frontier; adding (%d,%d,%c)\n",
494 x2
, y2
, "0RU3L567D9abcdef"[d
]);
496 add234(possibilities
, new_xyd(x2
, y2
, d
));
499 /* Having done that, we should have no possibilities remaining. */
500 assert(count234(possibilities
) == 0);
501 freetree234(possibilities
);
504 * Now compute a list of the possible barrier locations.
506 barriers
= newtree234(xyd_cmp
);
507 for (y
= 0; y
< state
->height
; y
++) {
508 for (x
= 0; x
< state
->width
; x
++) {
510 if (!(tile(state
, x
, y
) & R
) &&
511 (state
->wrapping
|| x
< state
->width
-1))
512 add234(barriers
, new_xyd(x
, y
, R
));
513 if (!(tile(state
, x
, y
) & D
) &&
514 (state
->wrapping
|| y
< state
->height
-1))
515 add234(barriers
, new_xyd(x
, y
, D
));
520 * Now shuffle the grid.
522 for (y
= 0; y
< state
->height
; y
++) {
523 for (x
= 0; x
< state
->width
; x
++) {
524 int orig
= tile(state
, x
, y
);
525 int rot
= random_upto(rs
, 4);
526 tile(state
, x
, y
) = ROT(orig
, rot
);
531 * And now choose barrier locations. (We carefully do this
532 * _after_ shuffling, so that changing the barrier rate in the
533 * params while keeping the game seed the same will give the
534 * same shuffled grid and _only_ change the barrier locations.
535 * Also the way we choose barrier locations, by repeatedly
536 * choosing one possibility from the list until we have enough,
537 * is designed to ensure that raising the barrier rate while
538 * keeping the seed the same will provide a superset of the
539 * previous barrier set - i.e. if you ask for 10 barriers, and
540 * then decide that's still too hard and ask for 20, you'll get
541 * the original 10 plus 10 more, rather than getting 20 new
542 * ones and the chance of remembering your first 10.)
544 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
545 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
547 while (nbarriers
> 0) {
550 int x1
, y1
, d1
, x2
, y2
, d2
;
553 * Extract a randomly chosen barrier from the list.
555 i
= random_upto(rs
, count234(barriers
));
556 xyd
= delpos234(barriers
, i
);
565 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
568 barrier(state
, x1
, y1
) |= d1
;
569 barrier(state
, x2
, y2
) |= d2
;
575 * Clean up the rest of the barrier list.
580 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
583 freetree234(barriers
);
587 * Set up the barrier corner flags, for drawing barriers
588 * prettily when they meet.
590 for (y
= 0; y
< state
->height
; y
++) {
591 for (x
= 0; x
< state
->width
; x
++) {
594 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
596 int x1
, y1
, x2
, y2
, x3
, y3
;
599 if (!(barrier(state
, x
, y
) & dir
))
602 if (barrier(state
, x
, y
) & dir2
)
605 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
606 if (x1
>= 0 && x1
< state
->width
&&
607 y1
>= 0 && y1
< state
->height
&&
608 (barrier(state
, x1
, y1
) & dir2
))
611 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
612 if (x2
>= 0 && x2
< state
->width
&&
613 y2
>= 0 && y2
< state
->height
&&
614 (barrier(state
, x2
, y2
) & dir
))
618 barrier(state
, x
, y
) |= (dir
<< 4);
619 if (x1
>= 0 && x1
< state
->width
&&
620 y1
>= 0 && y1
< state
->height
)
621 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
622 if (x2
>= 0 && x2
< state
->width
&&
623 y2
>= 0 && y2
< state
->height
)
624 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
625 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
626 if (x3
>= 0 && x3
< state
->width
&&
627 y3
>= 0 && y3
< state
->height
)
628 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
639 game_state
*dup_game(game_state
*state
)
643 ret
= snew(game_state
);
644 ret
->width
= state
->width
;
645 ret
->height
= state
->height
;
648 ret
->wrapping
= state
->wrapping
;
649 ret
->completed
= state
->completed
;
650 ret
->last_rotate_dir
= state
->last_rotate_dir
;
651 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
652 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
653 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
654 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
659 void free_game(game_state
*state
)
662 sfree(state
->barriers
);
666 /* ----------------------------------------------------------------------
671 * Compute which squares are reachable from the centre square, as a
672 * quick visual aid to determining how close the game is to
673 * completion. This is also a simple way to tell if the game _is_
674 * completed - just call this function and see whether every square
677 static unsigned char *compute_active(game_state
*state
)
679 unsigned char *active
;
683 active
= snewn(state
->width
* state
->height
, unsigned char);
684 memset(active
, 0, state
->width
* state
->height
);
687 * We only store (x,y) pairs in todo, but it's easier to reuse
688 * xyd_cmp and just store direction 0 every time.
690 todo
= newtree234(xyd_cmp
);
691 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
692 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
694 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
695 int x1
, y1
, d1
, x2
, y2
, d2
;
701 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
702 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
706 * If the next tile in this direction is connected to
707 * us, and there isn't a barrier in the way, and it
708 * isn't already marked active, then mark it active and
709 * add it to the to-examine list.
711 if ((tile(state
, x1
, y1
) & d1
) &&
712 (tile(state
, x2
, y2
) & d2
) &&
713 !(barrier(state
, x1
, y1
) & d1
) &&
714 !index(state
, active
, x2
, y2
)) {
715 index(state
, active
, x2
, y2
) = ACTIVE
;
716 add234(todo
, new_xyd(x2
, y2
, 0));
720 /* Now we expect the todo list to have shrunk to zero size. */
721 assert(count234(todo
) == 0);
732 game_ui
*new_ui(game_state
*state
)
734 game_ui
*ui
= snew(game_ui
);
735 ui
->cur_x
= state
->width
/ 2;
736 ui
->cur_y
= state
->height
/ 2;
737 ui
->cur_visible
= FALSE
;
742 void free_ui(game_ui
*ui
)
747 /* ----------------------------------------------------------------------
750 game_state
*make_move(game_state
*state
, game_ui
*ui
, int x
, int y
, int button
)
752 game_state
*ret
, *nullret
;
757 if (button
== LEFT_BUTTON
||
758 button
== MIDDLE_BUTTON
||
759 button
== RIGHT_BUTTON
) {
761 if (ui
->cur_visible
) {
762 ui
->cur_visible
= FALSE
;
767 * The button must have been clicked on a valid tile.
769 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
770 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
775 if (tx
>= state
->width
|| ty
>= state
->height
)
777 if (x
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
778 y
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
780 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
781 button
== CURSOR_RIGHT
|| button
== CURSOR_LEFT
) {
782 if (button
== CURSOR_UP
&& ui
->cur_y
> 0)
784 else if (button
== CURSOR_DOWN
&& ui
->cur_y
< state
->height
-1)
786 else if (button
== CURSOR_LEFT
&& ui
->cur_x
> 0)
788 else if (button
== CURSOR_RIGHT
&& ui
->cur_x
< state
->width
-1)
791 return nullret
; /* no cursor movement */
792 ui
->cur_visible
= TRUE
;
793 return state
; /* UI activity has occurred */
794 } else if (button
== 'a' || button
== 's' || button
== 'd' ||
795 button
== 'A' || button
== 'S' || button
== 'D') {
798 if (button
== 'a' || button
== 'A')
799 button
= LEFT_BUTTON
;
800 else if (button
== 's' || button
== 'S')
801 button
= MIDDLE_BUTTON
;
802 else if (button
== 'd' || button
== 'D')
803 button
= RIGHT_BUTTON
;
808 * The middle button locks or unlocks a tile. (A locked tile
809 * cannot be turned, and is visually marked as being locked.
810 * This is a convenience for the player, so that once they are
811 * sure which way round a tile goes, they can lock it and thus
812 * avoid forgetting later on that they'd already done that one;
813 * and the locking also prevents them turning the tile by
814 * accident. If they change their mind, another middle click
817 if (button
== MIDDLE_BUTTON
) {
818 ret
= dup_game(state
);
819 tile(ret
, tx
, ty
) ^= LOCKED
;
824 * The left and right buttons have no effect if clicked on a
827 if (tile(state
, tx
, ty
) & LOCKED
)
831 * Otherwise, turn the tile one way or the other. Left button
832 * turns anticlockwise; right button turns clockwise.
834 ret
= dup_game(state
);
835 orig
= tile(ret
, tx
, ty
);
836 if (button
== LEFT_BUTTON
) {
837 tile(ret
, tx
, ty
) = A(orig
);
838 ret
->last_rotate_dir
= +1;
840 tile(ret
, tx
, ty
) = C(orig
);
841 ret
->last_rotate_dir
= -1;
845 * Check whether the game has been completed.
848 unsigned char *active
= compute_active(ret
);
852 for (x1
= 0; x1
< ret
->width
; x1
++)
853 for (y1
= 0; y1
< ret
->height
; y1
++)
854 if (!index(ret
, active
, x1
, y1
)) {
856 goto break_label
; /* break out of two loops at once */
863 ret
->completed
= TRUE
;
869 /* ----------------------------------------------------------------------
870 * Routines for drawing the game position on the screen.
873 struct game_drawstate
{
876 unsigned char *visible
;
879 game_drawstate
*game_new_drawstate(game_state
*state
)
881 game_drawstate
*ds
= snew(game_drawstate
);
884 ds
->width
= state
->width
;
885 ds
->height
= state
->height
;
886 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
887 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
892 void game_free_drawstate(game_drawstate
*ds
)
898 void game_size(game_params
*params
, int *x
, int *y
)
900 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
901 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
904 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
908 ret
= snewn(NCOLOURS
* 3, float);
909 *ncolours
= NCOLOURS
;
912 * Basic background colour is whatever the front end thinks is
913 * a sensible default.
915 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
920 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
921 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
922 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
925 * Powered wires and powered endpoints are cyan.
927 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
928 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
929 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
934 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
935 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
936 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
939 * Unpowered endpoints are blue.
941 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
942 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
943 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
946 * Tile borders are a darker grey than the background.
948 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
949 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
950 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
953 * Locked tiles are a grey in between those two.
955 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
956 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
957 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
962 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
965 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
966 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
967 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
968 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
969 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
972 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
975 int mx
= (x1
< x2 ? x1
: x2
);
976 int my
= (y1
< y2 ? y1
: y2
);
977 int dx
= (x2
+ x1
- 2*mx
+ 1);
978 int dy
= (y2
+ y1
- 2*my
+ 1);
980 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
983 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
985 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
986 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
987 int x1
, y1
, dx
, dy
, dir2
;
992 dx
= X(dir
) + X(dir2
);
993 dy
= Y(dir
) + Y(dir2
);
994 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
995 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
998 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
999 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1001 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1002 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1005 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1006 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1011 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1013 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1014 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1017 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1018 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1019 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1020 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1023 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1025 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1029 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1030 float angle
, int cursor
)
1032 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
1033 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
1035 float cx
, cy
, ex
, ey
, tx
, ty
;
1036 int dir
, col
, phase
;
1039 * When we draw a single tile, we must draw everything up to
1040 * and including the borders around the tile. This means that
1041 * if the neighbouring tiles have connections to those borders,
1042 * we must draw those connections on the borders themselves.
1044 * This would be terribly fiddly if we ever had to draw a tile
1045 * while its neighbour was in mid-rotate, because we'd have to
1046 * arrange to _know_ that the neighbour was being rotated and
1047 * hence had an anomalous effect on the redraw of this tile.
1048 * Fortunately, the drawing algorithm avoids ever calling us in
1049 * this circumstance: we're either drawing lots of straight
1050 * tiles at game start or after a move is complete, or we're
1051 * repeatedly drawing only the rotating tile. So no problem.
1055 * So. First blank the tile out completely: draw a big
1056 * rectangle in border colour, and a smaller rectangle in
1057 * background colour to fill it in.
1059 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1061 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1062 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1063 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
1066 * Draw an inset outline rectangle as a cursor, in whichever of
1067 * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
1071 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1072 bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1073 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1074 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
/8,
1075 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1076 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1077 draw_line(fe
, bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
/8,
1078 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1079 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1080 draw_line(fe
, bx
+TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1081 bx
+TILE_SIZE
-TILE_SIZE
/8, by
+TILE_SIZE
-TILE_SIZE
/8,
1082 tile
& LOCKED ? COL_BACKGROUND
: COL_LOCKED
);
1086 * Set up the rotation matrix.
1088 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
1089 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
1090 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
1091 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
1096 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1097 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1098 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1100 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1101 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1102 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1103 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1104 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
1108 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1110 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1111 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1112 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1113 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1114 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
1119 * Draw the box in the middle. We do this in blue if the tile
1120 * is an unpowered endpoint, in cyan if the tile is a powered
1121 * endpoint, in black if the tile is the centrepiece, and
1122 * otherwise not at all.
1125 if (x
== state
->cx
&& y
== state
->cy
)
1127 else if (COUNT(tile
) == 1) {
1128 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1133 points
[0] = +1; points
[1] = +1;
1134 points
[2] = +1; points
[3] = -1;
1135 points
[4] = -1; points
[5] = -1;
1136 points
[6] = -1; points
[7] = +1;
1138 for (i
= 0; i
< 8; i
+= 2) {
1139 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1140 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1141 MATMUL(tx
, ty
, matrix
, ex
, ey
);
1142 points
[i
] = bx
+(int)(cx
+tx
);
1143 points
[i
+1] = by
+(int)(cy
+ty
);
1146 draw_polygon(fe
, points
, 4, TRUE
, col
);
1147 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1151 * Draw the points on the border if other tiles are connected
1154 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1155 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1163 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1166 if (!(tile(state
, ox
, oy
) & F(dir
)))
1169 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1170 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1171 lx
= dx
* (TILE_BORDER
-1);
1172 ly
= dy
* (TILE_BORDER
-1);
1176 if (angle
== 0.0 && (tile
& dir
)) {
1178 * If we are fully connected to the other tile, we must
1179 * draw right across the tile border. (We can use our
1180 * own ACTIVE state to determine what colour to do this
1181 * in: if we are fully connected to the other tile then
1182 * the two ACTIVE states will be the same.)
1184 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1185 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1186 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1189 * The other tile extends into our border, but isn't
1190 * actually connected to us. Just draw a single black
1193 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1198 * Draw barrier corners, and then barriers.
1200 for (phase
= 0; phase
< 2; phase
++) {
1201 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1202 if (barrier(state
, x
, y
) & (dir
<< 4))
1203 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1204 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1205 if (barrier(state
, x
, y
) & dir
)
1206 draw_barrier(fe
, x
, y
, dir
, phase
);
1209 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1212 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1213 game_state
*state
, game_ui
*ui
, float t
, float ft
)
1215 int x
, y
, tx
, ty
, frame
;
1216 unsigned char *active
;
1220 * Clear the screen and draw the exterior barrier lines if this
1221 * is our first call.
1229 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1230 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1232 draw_update(fe
, 0, 0,
1233 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1234 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1236 for (phase
= 0; phase
< 2; phase
++) {
1238 for (x
= 0; x
< ds
->width
; x
++) {
1239 if (barrier(state
, x
, 0) & UL
)
1240 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1241 if (barrier(state
, x
, 0) & RU
)
1242 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1243 if (barrier(state
, x
, 0) & U
)
1244 draw_barrier(fe
, x
, -1, D
, phase
);
1245 if (barrier(state
, x
, ds
->height
-1) & DR
)
1246 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1247 if (barrier(state
, x
, ds
->height
-1) & LD
)
1248 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1249 if (barrier(state
, x
, ds
->height
-1) & D
)
1250 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1253 for (y
= 0; y
< ds
->height
; y
++) {
1254 if (barrier(state
, 0, y
) & UL
)
1255 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1256 if (barrier(state
, 0, y
) & LD
)
1257 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1258 if (barrier(state
, 0, y
) & L
)
1259 draw_barrier(fe
, -1, y
, R
, phase
);
1260 if (barrier(state
, ds
->width
-1, y
) & RU
)
1261 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1262 if (barrier(state
, ds
->width
-1, y
) & DR
)
1263 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1264 if (barrier(state
, ds
->width
-1, y
) & R
)
1265 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1271 if (oldstate
&& (t
< ROTATE_TIME
)) {
1273 * We're animating a tile rotation. Find the turning tile,
1276 for (x
= 0; x
< oldstate
->width
; x
++)
1277 for (y
= 0; y
< oldstate
->height
; y
++)
1278 if ((tile(oldstate
, x
, y
) ^ tile(state
, x
, y
)) & 0xF) {
1280 goto break_label
; /* leave both loops at once */
1285 if (tile(state
, tx
, ty
) == ROT(tile(oldstate
, tx
, ty
),
1286 state
->last_rotate_dir
))
1287 angle
= state
->last_rotate_dir
* 90.0F
* (t
/ ROTATE_TIME
);
1289 angle
= state
->last_rotate_dir
* -90.0F
* (t
/ ROTATE_TIME
);
1297 * We're animating a completion flash. Find which frame
1300 frame
= (int)(ft
/ FLASH_FRAME
);
1304 * Draw any tile which differs from the way it was last drawn.
1306 active
= compute_active(state
);
1308 for (x
= 0; x
< ds
->width
; x
++)
1309 for (y
= 0; y
< ds
->height
; y
++) {
1310 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1313 * In a completion flash, we adjust the LOCKED bit
1314 * depending on our distance from the centre point and
1318 int xdist
, ydist
, dist
;
1319 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1320 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1321 dist
= (xdist
> ydist ? xdist
: ydist
);
1323 if (frame
>= dist
&& frame
< dist
+4) {
1324 int lock
= (frame
- dist
) & 1;
1325 lock
= lock ? LOCKED
: 0;
1326 c
= (c
&~ LOCKED
) | lock
;
1330 if (index(state
, ds
->visible
, x
, y
) != c
||
1331 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1332 (x
== tx
&& y
== ty
) ||
1333 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
)) {
1334 draw_tile(fe
, state
, x
, y
, c
,
1335 (x
== tx
&& y
== ty ? angle
: 0.0F
),
1336 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
));
1337 if ((x
== tx
&& y
== ty
) ||
1338 (ui
->cur_visible
&& x
== ui
->cur_x
&& y
== ui
->cur_y
))
1339 index(state
, ds
->visible
, x
, y
) = 0xFF;
1341 index(state
, ds
->visible
, x
, y
) = c
;
1346 * Update the status bar.
1349 char statusbuf
[256];
1352 n
= state
->width
* state
->height
;
1353 for (i
= a
= 0; i
< n
; i
++)
1357 sprintf(statusbuf
, "%sActive: %d/%d",
1358 (state
->completed ?
"COMPLETED! " : ""), a
, n
);
1360 status_bar(fe
, statusbuf
);
1366 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1371 * If there's a tile which has been rotated, allow time to
1372 * animate its rotation.
1374 for (x
= 0; x
< oldstate
->width
; x
++)
1375 for (y
= 0; y
< oldstate
->height
; y
++)
1376 if ((tile(oldstate
, x
, y
) ^ tile(newstate
, x
, y
)) & 0xF) {
1383 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
1386 * If the game has just been completed, we display a completion
1389 if (!oldstate
->completed
&& newstate
->completed
) {
1392 if (size
< newstate
->cx
+1)
1393 size
= newstate
->cx
+1;
1394 if (size
< newstate
->cy
+1)
1395 size
= newstate
->cy
+1;
1396 if (size
< newstate
->width
- newstate
->cx
)
1397 size
= newstate
->width
- newstate
->cx
;
1398 if (size
< newstate
->height
- newstate
->cy
)
1399 size
= newstate
->height
- newstate
->cy
;
1400 return FLASH_FRAME
* (size
+4);
1406 int game_wants_statusbar(void)