14 const char *const game_name
= "Net";
16 #define PI 3.141592653589793238462643383279502884197169399
18 #define MATMUL(xr,yr,m,x,y) do { \
19 float rx, ry, xx = (x), yy = (y), *mat = (m); \
20 rx = mat[0] * xx + mat[2] * yy; \
21 ry = mat[1] * xx + mat[3] * yy; \
22 (xr) = rx; (yr) = ry; \
25 /* Direction and other bitfields */
32 /* Corner flags go in the barriers array */
38 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
39 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
40 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
41 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
42 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
43 ((n)&3) == 1 ? A(x) : \
44 ((n)&3) == 2 ? F(x) : C(x) )
46 /* X and Y displacements */
47 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
48 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
51 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
52 (((x) & 0x02) >> 1) + ((x) & 0x01) )
56 #define WINDOW_OFFSET 16
58 #define ROTATE_TIME 0.1F
59 #define FLASH_FRAME 0.05F
76 float barrier_probability
;
80 int width
, height
, cx
, cy
, wrapping
, completed
, last_rotate_dir
;
82 unsigned char *barriers
;
85 #define OFFSET(x2,y2,x1,y1,dir,state) \
86 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
87 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
89 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
90 #define tile(state, x, y) index(state, (state)->tiles, x, y)
91 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
97 static int xyd_cmp(void *av
, void *bv
) {
98 struct xyd
*a
= (struct xyd
*)av
;
99 struct xyd
*b
= (struct xyd
*)bv
;
108 if (a
->direction
< b
->direction
)
110 if (a
->direction
> b
->direction
)
115 static struct xyd
*new_xyd(int x
, int y
, int direction
)
117 struct xyd
*xyd
= snew(struct xyd
);
120 xyd
->direction
= direction
;
124 /* ----------------------------------------------------------------------
125 * Manage game parameters.
127 game_params
*default_params(void)
129 game_params
*ret
= snew(game_params
);
133 ret
->wrapping
= FALSE
;
134 ret
->barrier_probability
= 0.0;
139 int game_fetch_preset(int i
, char **name
, game_params
**params
)
143 static const struct { int x
, y
, wrap
; } values
[] = {
156 if (i
< 0 || i
>= lenof(values
))
159 ret
= snew(game_params
);
160 ret
->width
= values
[i
].x
;
161 ret
->height
= values
[i
].y
;
162 ret
->wrapping
= values
[i
].wrap
;
163 ret
->barrier_probability
= 0.0;
165 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
,
166 ret
->wrapping ?
" wrapping" : "");
173 void free_params(game_params
*params
)
178 game_params
*dup_params(game_params
*params
)
180 game_params
*ret
= snew(game_params
);
181 *ret
= *params
; /* structure copy */
185 /* ----------------------------------------------------------------------
186 * Randomly select a new game seed.
189 char *new_game_seed(game_params
*params
)
192 * The full description of a Net game is far too large to
193 * encode directly in the seed, so by default we'll have to go
194 * for the simple approach of providing a random-number seed.
196 * (This does not restrict me from _later on_ inventing a seed
197 * string syntax which can never be generated by this code -
198 * for example, strings beginning with a letter - allowing me
199 * to type in a precise game, and have new_game detect it and
200 * understand it and do something completely different.)
203 sprintf(buf
, "%d", rand());
207 /* ----------------------------------------------------------------------
208 * Construct an initial game state, given a seed and parameters.
211 game_state
*new_game(game_params
*params
, char *seed
)
215 tree234
*possibilities
, *barriers
;
216 int w
, h
, x
, y
, nbarriers
;
218 assert(params
->width
> 0 && params
->height
> 0);
219 assert(params
->width
> 1 || params
->height
> 1);
222 * Create a blank game state.
224 state
= snew(game_state
);
225 w
= state
->width
= params
->width
;
226 h
= state
->height
= params
->height
;
227 state
->cx
= state
->width
/ 2;
228 state
->cy
= state
->height
/ 2;
229 state
->wrapping
= params
->wrapping
;
230 state
->last_rotate_dir
= +1; /* *shrug* */
231 state
->completed
= FALSE
;
232 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
233 memset(state
->tiles
, 0, state
->width
* state
->height
);
234 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
235 memset(state
->barriers
, 0, state
->width
* state
->height
);
238 * Set up border barriers if this is a non-wrapping game.
240 if (!state
->wrapping
) {
241 for (x
= 0; x
< state
->width
; x
++) {
242 barrier(state
, x
, 0) |= U
;
243 barrier(state
, x
, state
->height
-1) |= D
;
245 for (y
= 0; y
< state
->height
; y
++) {
246 barrier(state
, 0, y
) |= L
;
247 barrier(state
, state
->width
-1, y
) |= R
;
252 * Seed the internal random number generator.
254 rs
= random_init(seed
, strlen(seed
));
257 * Construct the unshuffled grid.
259 * To do this, we simply start at the centre point, repeatedly
260 * choose a random possibility out of the available ways to
261 * extend a used square into an unused one, and do it. After
262 * extending the third line out of a square, we remove the
263 * fourth from the possibilities list to avoid any full-cross
264 * squares (which would make the game too easy because they
265 * only have one orientation).
267 * The slightly worrying thing is the avoidance of full-cross
268 * squares. Can this cause our unsophisticated construction
269 * algorithm to paint itself into a corner, by getting into a
270 * situation where there are some unreached squares and the
271 * only way to reach any of them is to extend a T-piece into a
274 * Answer: no it can't, and here's a proof.
276 * Any contiguous group of such unreachable squares must be
277 * surrounded on _all_ sides by T-pieces pointing away from the
278 * group. (If not, then there is a square which can be extended
279 * into one of the `unreachable' ones, and so it wasn't
280 * unreachable after all.) In particular, this implies that
281 * each contiguous group of unreachable squares must be
282 * rectangular in shape (any deviation from that yields a
283 * non-T-piece next to an `unreachable' square).
285 * So we have a rectangle of unreachable squares, with T-pieces
286 * forming a solid border around the rectangle. The corners of
287 * that border must be connected (since every tile connects all
288 * the lines arriving in it), and therefore the border must
289 * form a closed loop around the rectangle.
291 * But this can't have happened in the first place, since we
292 * _know_ we've avoided creating closed loops! Hence, no such
293 * situation can ever arise, and the naive grid construction
294 * algorithm will guaranteeably result in a complete grid
295 * containing no unreached squares, no full crosses _and_ no
298 possibilities
= newtree234(xyd_cmp
);
300 if (state
->cx
+1 < state
->width
)
301 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, R
));
302 if (state
->cy
-1 >= 0)
303 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, U
));
304 if (state
->cx
-1 >= 0)
305 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, L
));
306 if (state
->cy
+1 < state
->height
)
307 add234(possibilities
, new_xyd(state
->cx
, state
->cy
, D
));
309 while (count234(possibilities
) > 0) {
312 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
315 * Extract a randomly chosen possibility from the list.
317 i
= random_upto(rs
, count234(possibilities
));
318 xyd
= delpos234(possibilities
, i
);
324 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
327 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
328 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
332 * Make the connection. (We should be moving to an as yet
335 tile(state
, x1
, y1
) |= d1
;
336 assert(tile(state
, x2
, y2
) == 0);
337 tile(state
, x2
, y2
) |= d2
;
340 * If we have created a T-piece, remove its last
343 if (COUNT(tile(state
, x1
, y1
)) == 3) {
344 struct xyd xyd1
, *xydp
;
348 xyd1
.direction
= 0x0F ^ tile(state
, x1
, y1
);
350 xydp
= find234(possibilities
, &xyd1
, NULL
);
354 printf("T-piece; removing (%d,%d,%c)\n",
355 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
357 del234(possibilities
, xydp
);
363 * Remove all other possibilities that were pointing at the
364 * tile we've just moved into.
366 for (d
= 1; d
< 0x10; d
<<= 1) {
368 struct xyd xyd1
, *xydp
;
370 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
377 xydp
= find234(possibilities
, &xyd1
, NULL
);
381 printf("Loop avoidance; removing (%d,%d,%c)\n",
382 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
384 del234(possibilities
, xydp
);
390 * Add new possibilities to the list for moving _out_ of
391 * the tile we have just moved into.
393 for (d
= 1; d
< 0x10; d
<<= 1) {
397 continue; /* we've got this one already */
399 if (!state
->wrapping
) {
400 if (d
== U
&& y2
== 0)
402 if (d
== D
&& y2
== state
->height
-1)
404 if (d
== L
&& x2
== 0)
406 if (d
== R
&& x2
== state
->width
-1)
410 OFFSET(x3
, y3
, x2
, y2
, d
, state
);
412 if (tile(state
, x3
, y3
))
413 continue; /* this would create a loop */
416 printf("New frontier; adding (%d,%d,%c)\n",
417 x2
, y2
, "0RU3L567D9abcdef"[d
]);
419 add234(possibilities
, new_xyd(x2
, y2
, d
));
422 /* Having done that, we should have no possibilities remaining. */
423 assert(count234(possibilities
) == 0);
424 freetree234(possibilities
);
427 * Now compute a list of the possible barrier locations.
429 barriers
= newtree234(xyd_cmp
);
430 for (y
= 0; y
< state
->height
; y
++) {
431 for (x
= 0; x
< state
->width
; x
++) {
433 if (!(tile(state
, x
, y
) & R
) &&
434 (state
->wrapping
|| x
< state
->width
-1))
435 add234(barriers
, new_xyd(x
, y
, R
));
436 if (!(tile(state
, x
, y
) & D
) &&
437 (state
->wrapping
|| y
< state
->height
-1))
438 add234(barriers
, new_xyd(x
, y
, D
));
443 * Now shuffle the grid.
445 for (y
= 0; y
< state
->height
; y
++) {
446 for (x
= 0; x
< state
->width
; x
++) {
447 int orig
= tile(state
, x
, y
);
448 int rot
= random_upto(rs
, 4);
449 tile(state
, x
, y
) = ROT(orig
, rot
);
454 * And now choose barrier locations. (We carefully do this
455 * _after_ shuffling, so that changing the barrier rate in the
456 * params while keeping the game seed the same will give the
457 * same shuffled grid and _only_ change the barrier locations.
458 * Also the way we choose barrier locations, by repeatedly
459 * choosing one possibility from the list until we have enough,
460 * is designed to ensure that raising the barrier rate while
461 * keeping the seed the same will provide a superset of the
462 * previous barrier set - i.e. if you ask for 10 barriers, and
463 * then decide that's still too hard and ask for 20, you'll get
464 * the original 10 plus 10 more, rather than getting 20 new
465 * ones and the chance of remembering your first 10.)
467 nbarriers
= (int)(params
->barrier_probability
* count234(barriers
));
468 assert(nbarriers
>= 0 && nbarriers
<= count234(barriers
));
470 while (nbarriers
> 0) {
473 int x1
, y1
, d1
, x2
, y2
, d2
;
476 * Extract a randomly chosen barrier from the list.
478 i
= random_upto(rs
, count234(barriers
));
479 xyd
= delpos234(barriers
, i
);
488 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
491 barrier(state
, x1
, y1
) |= d1
;
492 barrier(state
, x2
, y2
) |= d2
;
498 * Clean up the rest of the barrier list.
503 while ( (xyd
= delpos234(barriers
, 0)) != NULL
)
506 freetree234(barriers
);
510 * Set up the barrier corner flags, for drawing barriers
511 * prettily when they meet.
513 for (y
= 0; y
< state
->height
; y
++) {
514 for (x
= 0; x
< state
->width
; x
++) {
517 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
519 int x1
, y1
, x2
, y2
, x3
, y3
;
522 if (!(barrier(state
, x
, y
) & dir
))
525 if (barrier(state
, x
, y
) & dir2
)
528 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
529 if (x1
>= 0 && x1
< state
->width
&&
530 y1
>= 0 && y1
< state
->height
&&
531 (barrier(state
, x1
, y1
) & dir2
))
534 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
535 if (x2
>= 0 && x2
< state
->width
&&
536 y2
>= 0 && y2
< state
->height
&&
537 (barrier(state
, x2
, y2
) & dir
))
541 barrier(state
, x
, y
) |= (dir
<< 4);
542 if (x1
>= 0 && x1
< state
->width
&&
543 y1
>= 0 && y1
< state
->height
)
544 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
545 if (x2
>= 0 && x2
< state
->width
&&
546 y2
>= 0 && y2
< state
->height
)
547 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
548 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
549 if (x3
>= 0 && x3
< state
->width
&&
550 y3
>= 0 && y3
< state
->height
)
551 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
562 game_state
*dup_game(game_state
*state
)
566 ret
= snew(game_state
);
567 ret
->width
= state
->width
;
568 ret
->height
= state
->height
;
571 ret
->wrapping
= state
->wrapping
;
572 ret
->completed
= state
->completed
;
573 ret
->last_rotate_dir
= state
->last_rotate_dir
;
574 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
575 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
576 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
577 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
582 void free_game(game_state
*state
)
585 sfree(state
->barriers
);
589 /* ----------------------------------------------------------------------
594 * Compute which squares are reachable from the centre square, as a
595 * quick visual aid to determining how close the game is to
596 * completion. This is also a simple way to tell if the game _is_
597 * completed - just call this function and see whether every square
600 static unsigned char *compute_active(game_state
*state
)
602 unsigned char *active
;
606 active
= snewn(state
->width
* state
->height
, unsigned char);
607 memset(active
, 0, state
->width
* state
->height
);
610 * We only store (x,y) pairs in todo, but it's easier to reuse
611 * xyd_cmp and just store direction 0 every time.
613 todo
= newtree234(xyd_cmp
);
614 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
615 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
617 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
618 int x1
, y1
, d1
, x2
, y2
, d2
;
624 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
625 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
629 * If the next tile in this direction is connected to
630 * us, and there isn't a barrier in the way, and it
631 * isn't already marked active, then mark it active and
632 * add it to the to-examine list.
634 if ((tile(state
, x1
, y1
) & d1
) &&
635 (tile(state
, x2
, y2
) & d2
) &&
636 !(barrier(state
, x1
, y1
) & d1
) &&
637 !index(state
, active
, x2
, y2
)) {
638 index(state
, active
, x2
, y2
) = ACTIVE
;
639 add234(todo
, new_xyd(x2
, y2
, 0));
643 /* Now we expect the todo list to have shrunk to zero size. */
644 assert(count234(todo
) == 0);
650 /* ----------------------------------------------------------------------
653 game_state
*make_move(game_state
*state
, int x
, int y
, int button
)
659 * All moves in Net are made with the mouse.
661 if (button
!= LEFT_BUTTON
&&
662 button
!= MIDDLE_BUTTON
&&
663 button
!= RIGHT_BUTTON
)
667 * The button must have been clicked on a valid tile.
669 x
-= WINDOW_OFFSET
+ TILE_BORDER
;
670 y
-= WINDOW_OFFSET
+ TILE_BORDER
;
675 if (tx
>= state
->width
|| ty
>= state
->height
)
677 if (tx
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
||
678 ty
% TILE_SIZE
>= TILE_SIZE
- TILE_BORDER
)
682 * The middle button locks or unlocks a tile. (A locked tile
683 * cannot be turned, and is visually marked as being locked.
684 * This is a convenience for the player, so that once they are
685 * sure which way round a tile goes, they can lock it and thus
686 * avoid forgetting later on that they'd already done that one;
687 * and the locking also prevents them turning the tile by
688 * accident. If they change their mind, another middle click
691 if (button
== MIDDLE_BUTTON
) {
692 ret
= dup_game(state
);
693 tile(ret
, tx
, ty
) ^= LOCKED
;
698 * The left and right buttons have no effect if clicked on a
701 if (tile(state
, tx
, ty
) & LOCKED
)
705 * Otherwise, turn the tile one way or the other. Left button
706 * turns anticlockwise; right button turns clockwise.
708 ret
= dup_game(state
);
709 orig
= tile(ret
, tx
, ty
);
710 if (button
== LEFT_BUTTON
) {
711 tile(ret
, tx
, ty
) = A(orig
);
712 ret
->last_rotate_dir
= +1;
714 tile(ret
, tx
, ty
) = C(orig
);
715 ret
->last_rotate_dir
= -1;
719 * Check whether the game has been completed.
722 unsigned char *active
= compute_active(ret
);
726 for (x1
= 0; x1
< ret
->width
; x1
++)
727 for (y1
= 0; y1
< ret
->height
; y1
++)
728 if (!index(ret
, active
, x1
, y1
)) {
730 goto break_label
; /* break out of two loops at once */
737 ret
->completed
= TRUE
;
743 /* ----------------------------------------------------------------------
744 * Routines for drawing the game position on the screen.
747 struct game_drawstate
{
750 unsigned char *visible
;
753 game_drawstate
*game_new_drawstate(game_state
*state
)
755 game_drawstate
*ds
= snew(game_drawstate
);
758 ds
->width
= state
->width
;
759 ds
->height
= state
->height
;
760 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
761 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
766 void game_free_drawstate(game_drawstate
*ds
)
772 void game_size(game_params
*params
, int *x
, int *y
)
774 *x
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
775 *y
= WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
778 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
782 ret
= snewn(NCOLOURS
* 3, float);
783 *ncolours
= NCOLOURS
;
786 * Basic background colour is whatever the front end thinks is
787 * a sensible default.
789 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
794 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
795 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
796 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
799 * Powered wires and powered endpoints are cyan.
801 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
802 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
803 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
808 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
809 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
810 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
813 * Unpowered endpoints are blue.
815 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
816 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
817 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
820 * Tile borders are a darker grey than the background.
822 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
823 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
824 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
827 * Locked tiles are a grey in between those two.
829 ret
[COL_LOCKED
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
830 ret
[COL_LOCKED
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
831 ret
[COL_LOCKED
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
836 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
839 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
840 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
841 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
842 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
843 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
846 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
849 int mx
= (x1
< x2 ? x1
: x2
);
850 int my
= (y1
< y2 ? y1
: y2
);
851 int dx
= (x2
+ x1
- 2*mx
+ 1);
852 int dy
= (y2
+ y1
- 2*my
+ 1);
854 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
857 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
859 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
860 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
861 int x1
, y1
, dx
, dy
, dir2
;
866 dx
= X(dir
) + X(dir2
);
867 dy
= Y(dir
) + Y(dir2
);
868 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
869 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
872 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
873 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
875 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
876 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
879 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
880 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
885 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
887 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
888 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
891 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
892 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
893 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
894 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
897 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
899 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
903 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
906 int bx
= WINDOW_OFFSET
+ TILE_SIZE
* x
;
907 int by
= WINDOW_OFFSET
+ TILE_SIZE
* y
;
909 float cx
, cy
, ex
, ey
, tx
, ty
;
913 * When we draw a single tile, we must draw everything up to
914 * and including the borders around the tile. This means that
915 * if the neighbouring tiles have connections to those borders,
916 * we must draw those connections on the borders themselves.
918 * This would be terribly fiddly if we ever had to draw a tile
919 * while its neighbour was in mid-rotate, because we'd have to
920 * arrange to _know_ that the neighbour was being rotated and
921 * hence had an anomalous effect on the redraw of this tile.
922 * Fortunately, the drawing algorithm avoids ever calling us in
923 * this circumstance: we're either drawing lots of straight
924 * tiles at game start or after a move is complete, or we're
925 * repeatedly drawing only the rotating tile. So no problem.
929 * So. First blank the tile out completely: draw a big
930 * rectangle in border colour, and a smaller rectangle in
931 * background colour to fill it in.
933 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
935 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
936 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
937 tile
& LOCKED ? COL_LOCKED
: COL_BACKGROUND
);
940 * Set up the rotation matrix.
942 matrix
[0] = (float)cos(angle
* PI
/ 180.0);
943 matrix
[1] = (float)-sin(angle
* PI
/ 180.0);
944 matrix
[2] = (float)sin(angle
* PI
/ 180.0);
945 matrix
[3] = (float)cos(angle
* PI
/ 180.0);
950 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
951 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
952 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
954 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
955 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
956 MATMUL(tx
, ty
, matrix
, ex
, ey
);
957 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
958 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
),
962 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
964 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
965 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
966 MATMUL(tx
, ty
, matrix
, ex
, ey
);
967 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
968 bx
+(int)(cx
+tx
), by
+(int)(cy
+ty
), col
);
973 * Draw the box in the middle. We do this in blue if the tile
974 * is an unpowered endpoint, in cyan if the tile is a powered
975 * endpoint, in black if the tile is the centrepiece, and
976 * otherwise not at all.
979 if (x
== state
->cx
&& y
== state
->cy
)
981 else if (COUNT(tile
) == 1) {
982 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
987 points
[0] = +1; points
[1] = +1;
988 points
[2] = +1; points
[3] = -1;
989 points
[4] = -1; points
[5] = -1;
990 points
[6] = -1; points
[7] = +1;
992 for (i
= 0; i
< 8; i
+= 2) {
993 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
994 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
995 MATMUL(tx
, ty
, matrix
, ex
, ey
);
996 points
[i
] = bx
+(int)(cx
+tx
);
997 points
[i
+1] = by
+(int)(cy
+ty
);
1000 draw_polygon(fe
, points
, 4, TRUE
, col
);
1001 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1005 * Draw the points on the border if other tiles are connected
1008 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1009 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1017 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1020 if (!(tile(state
, ox
, oy
) & F(dir
)))
1023 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1024 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1025 lx
= dx
* (TILE_BORDER
-1);
1026 ly
= dy
* (TILE_BORDER
-1);
1030 if (angle
== 0.0 && (tile
& dir
)) {
1032 * If we are fully connected to the other tile, we must
1033 * draw right across the tile border. (We can use our
1034 * own ACTIVE state to determine what colour to do this
1035 * in: if we are fully connected to the other tile then
1036 * the two ACTIVE states will be the same.)
1038 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1039 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1040 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1043 * The other tile extends into our border, but isn't
1044 * actually connected to us. Just draw a single black
1047 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1052 * Draw barrier corners, and then barriers.
1054 for (phase
= 0; phase
< 2; phase
++) {
1055 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1056 if (barrier(state
, x
, y
) & (dir
<< 4))
1057 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1058 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1059 if (barrier(state
, x
, y
) & dir
)
1060 draw_barrier(fe
, x
, y
, dir
, phase
);
1063 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1066 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1067 game_state
*state
, float t
, float ft
)
1069 int x
, y
, tx
, ty
, frame
;
1070 unsigned char *active
;
1074 * Clear the screen and draw the exterior barrier lines if this
1075 * is our first call.
1083 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1084 WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1086 draw_update(fe
, 0, 0,
1087 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1088 WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1090 for (phase
= 0; phase
< 2; phase
++) {
1092 for (x
= 0; x
< ds
->width
; x
++) {
1093 if (barrier(state
, x
, 0) & UL
)
1094 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1095 if (barrier(state
, x
, 0) & RU
)
1096 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1097 if (barrier(state
, x
, 0) & U
)
1098 draw_barrier(fe
, x
, -1, D
, phase
);
1099 if (barrier(state
, x
, ds
->height
-1) & DR
)
1100 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1101 if (barrier(state
, x
, ds
->height
-1) & LD
)
1102 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1103 if (barrier(state
, x
, ds
->height
-1) & D
)
1104 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1107 for (y
= 0; y
< ds
->height
; y
++) {
1108 if (barrier(state
, 0, y
) & UL
)
1109 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1110 if (barrier(state
, 0, y
) & LD
)
1111 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1112 if (barrier(state
, 0, y
) & L
)
1113 draw_barrier(fe
, -1, y
, R
, phase
);
1114 if (barrier(state
, ds
->width
-1, y
) & RU
)
1115 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1116 if (barrier(state
, ds
->width
-1, y
) & DR
)
1117 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1118 if (barrier(state
, ds
->width
-1, y
) & R
)
1119 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1125 if (oldstate
&& (t
< ROTATE_TIME
)) {
1127 * We're animating a tile rotation. Find the turning tile,
1130 for (x
= 0; x
< oldstate
->width
; x
++)
1131 for (y
= 0; y
< oldstate
->height
; y
++)
1132 if ((tile(oldstate
, x
, y
) ^ tile(state
, x
, y
)) & 0xF) {
1134 goto break_label
; /* leave both loops at once */
1139 if (tile(state
, tx
, ty
) == ROT(tile(oldstate
, tx
, ty
),
1140 state
->last_rotate_dir
))
1141 angle
= state
->last_rotate_dir
* 90.0F
* (t
/ ROTATE_TIME
);
1143 angle
= state
->last_rotate_dir
* -90.0F
* (t
/ ROTATE_TIME
);
1151 * We're animating a completion flash. Find which frame
1154 frame
= (int)(ft
/ FLASH_FRAME
);
1158 * Draw any tile which differs from the way it was last drawn.
1160 active
= compute_active(state
);
1162 for (x
= 0; x
< ds
->width
; x
++)
1163 for (y
= 0; y
< ds
->height
; y
++) {
1164 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1167 * In a completion flash, we adjust the LOCKED bit
1168 * depending on our distance from the centre point and
1172 int xdist
, ydist
, dist
;
1173 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1174 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1175 dist
= (xdist
> ydist ? xdist
: ydist
);
1177 if (frame
>= dist
&& frame
< dist
+4) {
1178 int lock
= (frame
- dist
) & 1;
1179 lock
= lock ? LOCKED
: 0;
1180 c
= (c
&~ LOCKED
) | lock
;
1184 if (index(state
, ds
->visible
, x
, y
) != c
||
1185 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1186 (x
== tx
&& y
== ty
)) {
1187 draw_tile(fe
, state
, x
, y
, c
,
1188 (x
== tx
&& y
== ty ? angle
: 0.0F
));
1189 if (x
== tx
&& y
== ty
)
1190 index(state
, ds
->visible
, x
, y
) = 0xFF;
1192 index(state
, ds
->visible
, x
, y
) = c
;
1197 * Update the status bar.
1200 char statusbuf
[256];
1203 n
= state
->width
* state
->height
;
1204 for (i
= a
= 0; i
< n
; i
++)
1208 sprintf(statusbuf
, "%sActive: %d/%d",
1209 (state
->completed ?
"COMPLETED! " : ""), a
, n
);
1211 status_bar(fe
, statusbuf
);
1217 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1222 * If there's a tile which has been rotated, allow time to
1223 * animate its rotation.
1225 for (x
= 0; x
< oldstate
->width
; x
++)
1226 for (y
= 0; y
< oldstate
->height
; y
++)
1227 if ((tile(oldstate
, x
, y
) ^ tile(newstate
, x
, y
)) & 0xF) {
1234 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
1237 * If the game has just been completed, we display a completion
1240 if (!oldstate
->completed
&& newstate
->completed
) {
1243 if (size
< newstate
->cx
+1)
1244 size
= newstate
->cx
+1;
1245 if (size
< newstate
->cy
+1)
1246 size
= newstate
->cy
+1;
1247 if (size
< newstate
->width
- newstate
->cx
)
1248 size
= newstate
->width
- newstate
->cx
;
1249 if (size
< newstate
->height
- newstate
->cy
)
1250 size
= newstate
->height
- newstate
->cy
;
1251 return FLASH_FRAME
* (size
+4);
1257 int game_wants_statusbar(void)