2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
16 #define MATMUL(xr,yr,m,x,y) do { \
17 float rx, ry, xx = (x), yy = (y), *mat = (m); \
18 rx = mat[0] * xx + mat[2] * yy; \
19 ry = mat[1] * xx + mat[3] * yy; \
20 (xr) = rx; (yr) = ry; \
23 /* Direction and other bitfields */
30 /* Corner flags go in the barriers array */
36 /* Get tile at given coordinate */
37 #define T(state, x, y) ( (y) * (state)->width + (x) )
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) )
56 #define BORDER TILE_SIZE
58 #define WINDOW_OFFSET 0
60 #define ANIM_TIME 0.13F
61 #define FLASH_FRAME 0.07F
80 float barrier_probability
;
84 struct game_aux_info
{
90 int width
, height
, cx
, cy
, wrapping
, completed
;
91 int used_solve
, just_used_solve
;
92 int move_count
, movetarget
;
94 /* position (row or col number, starting at 0) of last move. */
95 int last_move_row
, last_move_col
;
97 /* direction of last move: +1 or -1 */
100 unsigned char *tiles
;
101 unsigned char *barriers
;
104 #define OFFSET(x2,y2,x1,y1,dir,state) \
105 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
106 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
108 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
109 #define tile(state, x, y) index(state, (state)->tiles, x, y)
110 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
116 static int xyd_cmp(void *av
, void *bv
) {
117 struct xyd
*a
= (struct xyd
*)av
;
118 struct xyd
*b
= (struct xyd
*)bv
;
127 if (a
->direction
< b
->direction
)
129 if (a
->direction
> b
->direction
)
134 static struct xyd
*new_xyd(int x
, int y
, int direction
)
136 struct xyd
*xyd
= snew(struct xyd
);
139 xyd
->direction
= direction
;
143 static void slide_col(game_state
*state
, int dir
, int col
);
144 static void slide_col_int(int w
, int h
, unsigned char *tiles
, int dir
, int col
);
145 static void slide_row(game_state
*state
, int dir
, int row
);
146 static void slide_row_int(int w
, int h
, unsigned char *tiles
, int dir
, int row
);
148 /* ----------------------------------------------------------------------
149 * Manage game parameters.
151 static game_params
*default_params(void)
153 game_params
*ret
= snew(game_params
);
157 ret
->wrapping
= FALSE
;
158 ret
->barrier_probability
= 1.0;
164 static const struct { int x
, y
, wrap
, bprob
; const char* desc
; }
165 netslide_presets
[] = {
166 {3, 3, FALSE
, 1.0, " easy"},
167 {3, 3, FALSE
, 0.0, " medium"},
168 {3, 3, TRUE
, 0.0, " hard"},
169 {4, 4, FALSE
, 1.0, " easy"},
170 {4, 4, FALSE
, 0.0, " medium"},
171 {4, 4, TRUE
, 0.0, " hard"},
172 {5, 5, FALSE
, 1.0, " easy"},
173 {5, 5, FALSE
, 0.0, " medium"},
174 {5, 5, TRUE
, 0.0, " hard"},
177 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
182 if (i
< 0 || i
>= lenof(netslide_presets
))
185 ret
= snew(game_params
);
186 ret
->width
= netslide_presets
[i
].x
;
187 ret
->height
= netslide_presets
[i
].y
;
188 ret
->wrapping
= netslide_presets
[i
].wrap
;
189 ret
->barrier_probability
= netslide_presets
[i
].bprob
;
192 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
, netslide_presets
[i
].desc
);
199 static void free_params(game_params
*params
)
204 static game_params
*dup_params(game_params
*params
)
206 game_params
*ret
= snew(game_params
);
207 *ret
= *params
; /* structure copy */
211 static void decode_params(game_params
*ret
, char const *string
)
213 char const *p
= string
;
215 ret
->wrapping
= FALSE
;
216 ret
->barrier_probability
= 0.0;
219 ret
->width
= atoi(p
);
220 while (*p
&& isdigit(*p
)) p
++;
223 ret
->height
= atoi(p
);
224 while (*p
&& isdigit(*p
)) p
++;
225 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
228 ret
->barrier_probability
= atof(++p
);
229 while (*p
&& (isdigit(*p
) || *p
== '.')) p
++;
232 ret
->movetarget
= atoi(++p
);
235 ret
->height
= ret
->width
;
239 static char *encode_params(game_params
*params
, int full
)
244 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
245 if (params
->wrapping
)
247 if (full
&& params
->barrier_probability
)
248 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
249 /* Shuffle limit is part of the limited parameters, because we have to
250 * provide the target move count. */
251 if (params
->movetarget
)
252 len
+= sprintf(ret
+len
, "m%d", params
->movetarget
);
253 assert(len
< lenof(ret
));
259 static config_item
*game_configure(game_params
*params
)
264 ret
= snewn(6, config_item
);
266 ret
[0].name
= "Width";
267 ret
[0].type
= C_STRING
;
268 sprintf(buf
, "%d", params
->width
);
269 ret
[0].sval
= dupstr(buf
);
272 ret
[1].name
= "Height";
273 ret
[1].type
= C_STRING
;
274 sprintf(buf
, "%d", params
->height
);
275 ret
[1].sval
= dupstr(buf
);
278 ret
[2].name
= "Walls wrap around";
279 ret
[2].type
= C_BOOLEAN
;
281 ret
[2].ival
= params
->wrapping
;
283 ret
[3].name
= "Barrier probability";
284 ret
[3].type
= C_STRING
;
285 sprintf(buf
, "%g", params
->barrier_probability
);
286 ret
[3].sval
= dupstr(buf
);
289 ret
[4].name
= "Number of shuffling moves";
290 ret
[4].type
= C_STRING
;
291 sprintf(buf
, "%d", params
->movetarget
);
292 ret
[4].sval
= dupstr(buf
);
303 static game_params
*custom_params(config_item
*cfg
)
305 game_params
*ret
= snew(game_params
);
307 ret
->width
= atoi(cfg
[0].sval
);
308 ret
->height
= atoi(cfg
[1].sval
);
309 ret
->wrapping
= cfg
[2].ival
;
310 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
311 ret
->movetarget
= atoi(cfg
[4].sval
);
316 static char *validate_params(game_params
*params
)
318 if (params
->width
<= 1 || params
->height
<= 1)
319 return "Width and height must both be greater than one";
320 if (params
->barrier_probability
< 0)
321 return "Barrier probability may not be negative";
322 if (params
->barrier_probability
> 1)
323 return "Barrier probability may not be greater than 1";
327 /* ----------------------------------------------------------------------
328 * Randomly select a new game description.
331 static char *new_game_desc(game_params
*params
, random_state
*rs
,
332 game_aux_info
**aux
, int interactive
)
334 tree234
*possibilities
, *barriertree
;
335 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
336 unsigned char *tiles
, *barriers
;
342 tiles
= snewn(w
* h
, unsigned char);
343 memset(tiles
, 0, w
* h
);
344 barriers
= snewn(w
* h
, unsigned char);
345 memset(barriers
, 0, w
* h
);
351 * Construct the unshuffled grid.
353 * To do this, we simply start at the centre point, repeatedly
354 * choose a random possibility out of the available ways to
355 * extend a used square into an unused one, and do it. After
356 * extending the third line out of a square, we remove the
357 * fourth from the possibilities list to avoid any full-cross
358 * squares (which would make the game too easy because they
359 * only have one orientation).
361 * The slightly worrying thing is the avoidance of full-cross
362 * squares. Can this cause our unsophisticated construction
363 * algorithm to paint itself into a corner, by getting into a
364 * situation where there are some unreached squares and the
365 * only way to reach any of them is to extend a T-piece into a
368 * Answer: no it can't, and here's a proof.
370 * Any contiguous group of such unreachable squares must be
371 * surrounded on _all_ sides by T-pieces pointing away from the
372 * group. (If not, then there is a square which can be extended
373 * into one of the `unreachable' ones, and so it wasn't
374 * unreachable after all.) In particular, this implies that
375 * each contiguous group of unreachable squares must be
376 * rectangular in shape (any deviation from that yields a
377 * non-T-piece next to an `unreachable' square).
379 * So we have a rectangle of unreachable squares, with T-pieces
380 * forming a solid border around the rectangle. The corners of
381 * that border must be connected (since every tile connects all
382 * the lines arriving in it), and therefore the border must
383 * form a closed loop around the rectangle.
385 * But this can't have happened in the first place, since we
386 * _know_ we've avoided creating closed loops! Hence, no such
387 * situation can ever arise, and the naive grid construction
388 * algorithm will guaranteeably result in a complete grid
389 * containing no unreached squares, no full crosses _and_ no
392 possibilities
= newtree234(xyd_cmp
);
395 add234(possibilities
, new_xyd(cx
, cy
, R
));
397 add234(possibilities
, new_xyd(cx
, cy
, U
));
399 add234(possibilities
, new_xyd(cx
, cy
, L
));
401 add234(possibilities
, new_xyd(cx
, cy
, D
));
403 while (count234(possibilities
) > 0) {
406 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
409 * Extract a randomly chosen possibility from the list.
411 i
= random_upto(rs
, count234(possibilities
));
412 xyd
= delpos234(possibilities
, i
);
418 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
420 #ifdef GENERATION_DIAGNOSTICS
421 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
422 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
426 * Make the connection. (We should be moving to an as yet
429 index(params
, tiles
, x1
, y1
) |= d1
;
430 assert(index(params
, tiles
, x2
, y2
) == 0);
431 index(params
, tiles
, x2
, y2
) |= d2
;
434 * If we have created a T-piece, remove its last
437 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
438 struct xyd xyd1
, *xydp
;
442 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
444 xydp
= find234(possibilities
, &xyd1
, NULL
);
447 #ifdef GENERATION_DIAGNOSTICS
448 printf("T-piece; removing (%d,%d,%c)\n",
449 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
451 del234(possibilities
, xydp
);
457 * Remove all other possibilities that were pointing at the
458 * tile we've just moved into.
460 for (d
= 1; d
< 0x10; d
<<= 1) {
462 struct xyd xyd1
, *xydp
;
464 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
471 xydp
= find234(possibilities
, &xyd1
, NULL
);
474 #ifdef GENERATION_DIAGNOSTICS
475 printf("Loop avoidance; removing (%d,%d,%c)\n",
476 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
478 del234(possibilities
, xydp
);
484 * Add new possibilities to the list for moving _out_ of
485 * the tile we have just moved into.
487 for (d
= 1; d
< 0x10; d
<<= 1) {
491 continue; /* we've got this one already */
493 if (!params
->wrapping
) {
494 if (d
== U
&& y2
== 0)
496 if (d
== D
&& y2
== h
-1)
498 if (d
== L
&& x2
== 0)
500 if (d
== R
&& x2
== w
-1)
504 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
506 if (index(params
, tiles
, x3
, y3
))
507 continue; /* this would create a loop */
509 #ifdef GENERATION_DIAGNOSTICS
510 printf("New frontier; adding (%d,%d,%c)\n",
511 x2
, y2
, "0RU3L567D9abcdef"[d
]);
513 add234(possibilities
, new_xyd(x2
, y2
, d
));
516 /* Having done that, we should have no possibilities remaining. */
517 assert(count234(possibilities
) == 0);
518 freetree234(possibilities
);
521 * Now compute a list of the possible barrier locations.
523 barriertree
= newtree234(xyd_cmp
);
524 for (y
= 0; y
< h
; y
++) {
525 for (x
= 0; x
< w
; x
++) {
527 if (!(index(params
, tiles
, x
, y
) & R
) &&
528 (params
->wrapping
|| x
< w
-1))
529 add234(barriertree
, new_xyd(x
, y
, R
));
530 if (!(index(params
, tiles
, x
, y
) & D
) &&
531 (params
->wrapping
|| y
< h
-1))
532 add234(barriertree
, new_xyd(x
, y
, D
));
537 * Save the unshuffled grid. We do this using a separate
538 * reference-counted structure since it's a large chunk of
539 * memory which we don't want to have to replicate in every
540 * game state while playing.
543 game_aux_info
*solution
;
545 solution
= snew(game_aux_info
);
547 solution
->height
= h
;
548 solution
->tiles
= snewn(w
* h
, unsigned char);
549 memcpy(solution
->tiles
, tiles
, w
* h
);
555 * Now shuffle the grid.
556 * FIXME - this simply does a set of random moves to shuffle the pieces,
557 * although we make a token effort to avoid boring cases by avoiding moves
558 * that directly undo the previous one, or that repeat so often as to
559 * turn into fewer moves.
561 * A better way would be to number all the pieces, generate a placement
562 * for all the numbers as for "sixteen", observing parity constraints if
563 * neccessary, and then place the pieces according to their numbering.
564 * BUT - I'm not sure if this will work, since we disallow movement of
565 * the middle row and column.
571 int moves
= params
->movetarget
;
572 int prevdir
= -1, prevrowcol
= -1, nrepeats
= 0;
573 if (!moves
) moves
= cols
* rows
* 2;
574 for (i
= 0; i
< moves
; /* incremented conditionally */) {
575 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
576 int dir
= random_upto(rs
, 4);
579 int col
= random_upto(rs
, cols
);
580 if (col
>= cx
) col
+= 1; /* avoid centre */
581 if (col
== prevrowcol
) {
582 if (dir
== 2-prevdir
)
583 continue; /* undoes last move */
584 else if ((nrepeats
+1)*2 > h
)
585 continue; /* makes fewer moves */
587 slide_col_int(w
, h
, tiles
, 1 - dir
, col
);
590 int row
= random_upto(rs
, rows
);
591 if (row
>= cy
) row
+= 1; /* avoid centre */
592 if (row
== prevrowcol
) {
593 if (dir
== 4-prevdir
)
594 continue; /* undoes last move */
595 else if ((nrepeats
+1)*2 > w
)
596 continue; /* makes fewer moves */
598 slide_row_int(w
, h
, tiles
, 2 - dir
, row
);
601 if (dir
== prevdir
&& rowcol
== prevrowcol
)
607 i
++; /* if we got here, the move was accepted */
612 * And now choose barrier locations. (We carefully do this
613 * _after_ shuffling, so that changing the barrier rate in the
614 * params while keeping the random seed the same will give the
615 * same shuffled grid and _only_ change the barrier locations.
616 * Also the way we choose barrier locations, by repeatedly
617 * choosing one possibility from the list until we have enough,
618 * is designed to ensure that raising the barrier rate while
619 * keeping the seed the same will provide a superset of the
620 * previous barrier set - i.e. if you ask for 10 barriers, and
621 * then decide that's still too hard and ask for 20, you'll get
622 * the original 10 plus 10 more, rather than getting 20 new
623 * ones and the chance of remembering your first 10.)
625 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
626 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
628 while (nbarriers
> 0) {
631 int x1
, y1
, d1
, x2
, y2
, d2
;
634 * Extract a randomly chosen barrier from the list.
636 i
= random_upto(rs
, count234(barriertree
));
637 xyd
= delpos234(barriertree
, i
);
646 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
649 index(params
, barriers
, x1
, y1
) |= d1
;
650 index(params
, barriers
, x2
, y2
) |= d2
;
656 * Clean up the rest of the barrier list.
661 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
664 freetree234(barriertree
);
668 * Finally, encode the grid into a string game description.
670 * My syntax is extremely simple: each square is encoded as a
671 * hex digit in which bit 0 means a connection on the right,
672 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
673 * encoding as used internally). Each digit is followed by
674 * optional barrier indicators: `v' means a vertical barrier to
675 * the right of it, and `h' means a horizontal barrier below
678 desc
= snewn(w
* h
* 3 + 1, char);
680 for (y
= 0; y
< h
; y
++) {
681 for (x
= 0; x
< w
; x
++) {
682 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
683 if ((params
->wrapping
|| x
< w
-1) &&
684 (index(params
, barriers
, x
, y
) & R
))
686 if ((params
->wrapping
|| y
< h
-1) &&
687 (index(params
, barriers
, x
, y
) & D
))
691 assert(p
- desc
<= w
*h
*3);
700 static void game_free_aux_info(game_aux_info
*aux
)
706 static char *validate_desc(game_params
*params
, char *desc
)
708 int w
= params
->width
, h
= params
->height
;
711 for (i
= 0; i
< w
*h
; i
++) {
712 if (*desc
>= '0' && *desc
<= '9')
714 else if (*desc
>= 'a' && *desc
<= 'f')
716 else if (*desc
>= 'A' && *desc
<= 'F')
719 return "Game description shorter than expected";
721 return "Game description contained unexpected character";
723 while (*desc
== 'h' || *desc
== 'v')
727 return "Game description longer than expected";
732 /* ----------------------------------------------------------------------
733 * Construct an initial game state, given a description and parameters.
736 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
741 assert(params
->width
> 0 && params
->height
> 0);
742 assert(params
->width
> 1 || params
->height
> 1);
745 * Create a blank game state.
747 state
= snew(game_state
);
748 w
= state
->width
= params
->width
;
749 h
= state
->height
= params
->height
;
750 state
->cx
= state
->width
/ 2;
751 state
->cy
= state
->height
/ 2;
752 state
->wrapping
= params
->wrapping
;
753 state
->movetarget
= params
->movetarget
;
754 state
->completed
= 0;
755 state
->used_solve
= state
->just_used_solve
= FALSE
;
756 state
->move_count
= 0;
757 state
->last_move_row
= -1;
758 state
->last_move_col
= -1;
759 state
->last_move_dir
= 0;
760 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
761 memset(state
->tiles
, 0, state
->width
* state
->height
);
762 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
763 memset(state
->barriers
, 0, state
->width
* state
->height
);
767 * Parse the game description into the grid.
769 for (y
= 0; y
< h
; y
++) {
770 for (x
= 0; x
< w
; x
++) {
771 if (*desc
>= '0' && *desc
<= '9')
772 tile(state
, x
, y
) = *desc
- '0';
773 else if (*desc
>= 'a' && *desc
<= 'f')
774 tile(state
, x
, y
) = *desc
- 'a' + 10;
775 else if (*desc
>= 'A' && *desc
<= 'F')
776 tile(state
, x
, y
) = *desc
- 'A' + 10;
779 while (*desc
== 'h' || *desc
== 'v') {
786 OFFSET(x2
, y2
, x
, y
, d1
, state
);
789 barrier(state
, x
, y
) |= d1
;
790 barrier(state
, x2
, y2
) |= d2
;
798 * Set up border barriers if this is a non-wrapping game.
800 if (!state
->wrapping
) {
801 for (x
= 0; x
< state
->width
; x
++) {
802 barrier(state
, x
, 0) |= U
;
803 barrier(state
, x
, state
->height
-1) |= D
;
805 for (y
= 0; y
< state
->height
; y
++) {
806 barrier(state
, 0, y
) |= L
;
807 barrier(state
, state
->width
-1, y
) |= R
;
812 * Set up the barrier corner flags, for drawing barriers
813 * prettily when they meet.
815 for (y
= 0; y
< state
->height
; y
++) {
816 for (x
= 0; x
< state
->width
; x
++) {
819 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
821 int x1
, y1
, x2
, y2
, x3
, y3
;
824 if (!(barrier(state
, x
, y
) & dir
))
827 if (barrier(state
, x
, y
) & dir2
)
830 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
831 if (x1
>= 0 && x1
< state
->width
&&
832 y1
>= 0 && y1
< state
->height
&&
833 (barrier(state
, x1
, y1
) & dir2
))
836 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
837 if (x2
>= 0 && x2
< state
->width
&&
838 y2
>= 0 && y2
< state
->height
&&
839 (barrier(state
, x2
, y2
) & dir
))
843 barrier(state
, x
, y
) |= (dir
<< 4);
844 if (x1
>= 0 && x1
< state
->width
&&
845 y1
>= 0 && y1
< state
->height
)
846 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
847 if (x2
>= 0 && x2
< state
->width
&&
848 y2
>= 0 && y2
< state
->height
)
849 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
850 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
851 if (x3
>= 0 && x3
< state
->width
&&
852 y3
>= 0 && y3
< state
->height
)
853 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
862 static game_state
*dup_game(game_state
*state
)
866 ret
= snew(game_state
);
867 ret
->width
= state
->width
;
868 ret
->height
= state
->height
;
871 ret
->wrapping
= state
->wrapping
;
872 ret
->movetarget
= state
->movetarget
;
873 ret
->completed
= state
->completed
;
874 ret
->used_solve
= state
->used_solve
;
875 ret
->just_used_solve
= state
->just_used_solve
;
876 ret
->move_count
= state
->move_count
;
877 ret
->last_move_row
= state
->last_move_row
;
878 ret
->last_move_col
= state
->last_move_col
;
879 ret
->last_move_dir
= state
->last_move_dir
;
880 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
881 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
882 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
883 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
888 static void free_game(game_state
*state
)
891 sfree(state
->barriers
);
895 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
901 *error
= "Solution not known for this puzzle";
905 assert(aux
->width
== state
->width
);
906 assert(aux
->height
== state
->height
);
907 ret
= dup_game(state
);
908 memcpy(ret
->tiles
, aux
->tiles
, ret
->width
* ret
->height
);
909 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
910 ret
->completed
= ret
->move_count
= 1;
915 static char *game_text_format(game_state
*state
)
920 /* ----------------------------------------------------------------------
925 * Compute which squares are reachable from the centre square, as a
926 * quick visual aid to determining how close the game is to
927 * completion. This is also a simple way to tell if the game _is_
928 * completed - just call this function and see whether every square
931 * squares in the moving_row and moving_col are always inactive - this
932 * is so that "current" doesn't appear to jump across moving lines.
934 static unsigned char *compute_active(game_state
*state
,
935 int moving_row
, int moving_col
)
937 unsigned char *active
;
941 active
= snewn(state
->width
* state
->height
, unsigned char);
942 memset(active
, 0, state
->width
* state
->height
);
945 * We only store (x,y) pairs in todo, but it's easier to reuse
946 * xyd_cmp and just store direction 0 every time.
948 todo
= newtree234(xyd_cmp
);
949 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
950 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
952 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
953 int x1
, y1
, d1
, x2
, y2
, d2
;
959 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
960 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
964 * If the next tile in this direction is connected to
965 * us, and there isn't a barrier in the way, and it
966 * isn't already marked active, then mark it active and
967 * add it to the to-examine list.
969 if ((x2
!= moving_col
&& y2
!= moving_row
) &&
970 (tile(state
, x1
, y1
) & d1
) &&
971 (tile(state
, x2
, y2
) & d2
) &&
972 !(barrier(state
, x1
, y1
) & d1
) &&
973 !index(state
, active
, x2
, y2
)) {
974 index(state
, active
, x2
, y2
) = ACTIVE
;
975 add234(todo
, new_xyd(x2
, y2
, 0));
979 /* Now we expect the todo list to have shrunk to zero size. */
980 assert(count234(todo
) == 0);
991 static game_ui
*new_ui(game_state
*state
)
993 game_ui
*ui
= snew(game_ui
);
994 ui
->cur_x
= state
->width
/ 2;
995 ui
->cur_y
= state
->height
/ 2;
996 ui
->cur_visible
= FALSE
;
1001 static void free_ui(game_ui
*ui
)
1006 /* ----------------------------------------------------------------------
1010 static void slide_row_int(int w
, int h
, unsigned char *tiles
, int dir
, int row
)
1012 int x
= dir
> 0 ?
-1 : w
;
1015 unsigned char endtile
= tiles
[row
* w
+ tx
];
1018 tx
= (x
+ dir
+ w
) % w
;
1019 tiles
[row
* w
+ x
] = tiles
[row
* w
+ tx
];
1021 tiles
[row
* w
+ tx
] = endtile
;
1024 static void slide_col_int(int w
, int h
, unsigned char *tiles
, int dir
, int col
)
1026 int y
= dir
> 0 ?
-1 : h
;
1029 unsigned char endtile
= tiles
[ty
* w
+ col
];
1032 ty
= (y
+ dir
+ h
) % h
;
1033 tiles
[y
* w
+ col
] = tiles
[ty
* w
+ col
];
1035 tiles
[ty
* w
+ col
] = endtile
;
1038 static void slide_row(game_state
*state
, int dir
, int row
)
1040 slide_row_int(state
->width
, state
->height
, state
->tiles
, dir
, row
);
1043 static void slide_col(game_state
*state
, int dir
, int col
)
1045 slide_col_int(state
->width
, state
->height
, state
->tiles
, dir
, col
);
1048 static game_state
*make_move(game_state
*state
, game_ui
*ui
,
1049 game_drawstate
*ds
, int x
, int y
, int button
)
1055 button
&= ~MOD_MASK
;
1057 if (button
!= LEFT_BUTTON
&& button
!= RIGHT_BUTTON
)
1060 cx
= (x
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
1061 cy
= (y
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
1063 if (cy
>= 0 && cy
< state
->height
&& cy
!= state
->cy
)
1065 if (cx
== -1) dx
= +1;
1066 else if (cx
== state
->width
) dx
= -1;
1071 else if (cx
>= 0 && cx
< state
->width
&& cx
!= state
->cx
)
1073 if (cy
== -1) dy
= +1;
1074 else if (cy
== state
->height
) dy
= -1;
1082 /* reverse direction if right hand button is pressed */
1083 if (button
== RIGHT_BUTTON
)
1089 ret
= dup_game(state
);
1090 ret
->just_used_solve
= FALSE
;
1092 if (dx
== 0) slide_col(ret
, dy
, cx
);
1093 else slide_row(ret
, dx
, cy
);
1096 ret
->last_move_row
= dx ? cy
: -1;
1097 ret
->last_move_col
= dx ?
-1 : cx
;
1098 ret
->last_move_dir
= dx
+ dy
;
1101 * See if the game has been completed.
1103 if (!ret
->completed
) {
1104 unsigned char *active
= compute_active(ret
, -1, -1);
1106 int complete
= TRUE
;
1108 for (x1
= 0; x1
< ret
->width
; x1
++)
1109 for (y1
= 0; y1
< ret
->height
; y1
++)
1110 if (!index(ret
, active
, x1
, y1
)) {
1112 goto break_label
; /* break out of two loops at once */
1119 ret
->completed
= ret
->move_count
;
1125 /* ----------------------------------------------------------------------
1126 * Routines for drawing the game position on the screen.
1129 struct game_drawstate
{
1132 unsigned char *visible
;
1135 static game_drawstate
*game_new_drawstate(game_state
*state
)
1137 game_drawstate
*ds
= snew(game_drawstate
);
1139 ds
->started
= FALSE
;
1140 ds
->width
= state
->width
;
1141 ds
->height
= state
->height
;
1142 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1143 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1148 static void game_free_drawstate(game_drawstate
*ds
)
1154 static void game_size(game_params
*params
, int *x
, int *y
)
1156 *x
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
1157 *y
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
1160 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1164 ret
= snewn(NCOLOURS
* 3, float);
1165 *ncolours
= NCOLOURS
;
1168 * Basic background colour is whatever the front end thinks is
1169 * a sensible default.
1171 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1176 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
1177 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
1178 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1181 * Powered wires and powered endpoints are cyan.
1183 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1184 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1185 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1190 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1191 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1192 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1195 * Unpowered endpoints are blue.
1197 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1198 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1199 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1202 * Tile borders are a darker grey than the background.
1204 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1205 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1206 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1209 * Flashing tiles are a grey in between those two.
1211 ret
[COL_FLASHING
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1212 ret
[COL_FLASHING
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1213 ret
[COL_FLASHING
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1215 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
1216 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
1217 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
1218 ret
[COL_TEXT
* 3 + 0] = 0.0;
1219 ret
[COL_TEXT
* 3 + 1] = 0.0;
1220 ret
[COL_TEXT
* 3 + 2] = 0.0;
1225 static void draw_thick_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1228 draw_line(fe
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1229 draw_line(fe
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1230 draw_line(fe
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1231 draw_line(fe
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1232 draw_line(fe
, x1
, y1
, x2
, y2
, colour
);
1235 static void draw_rect_coords(frontend
*fe
, int x1
, int y1
, int x2
, int y2
,
1238 int mx
= (x1
< x2 ? x1
: x2
);
1239 int my
= (y1
< y2 ? y1
: y2
);
1240 int dx
= (x2
+ x1
- 2*mx
+ 1);
1241 int dy
= (y2
+ y1
- 2*my
+ 1);
1243 draw_rect(fe
, mx
, my
, dx
, dy
, colour
);
1246 static void draw_barrier_corner(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1248 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1249 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1250 int x1
, y1
, dx
, dy
, dir2
;
1255 dx
= X(dir
) + X(dir2
);
1256 dy
= Y(dir
) + Y(dir2
);
1257 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1258 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1261 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1262 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1264 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1265 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1268 draw_rect_coords(fe
, bx
+x1
, by
+y1
,
1269 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1274 static void draw_barrier(frontend
*fe
, int x
, int y
, int dir
, int phase
)
1276 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1277 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1280 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1281 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1282 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1283 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1286 draw_rect(fe
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1288 draw_rect(fe
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1292 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
, int tile
,
1293 float xshift
, float yshift
)
1295 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
+ (xshift
* TILE_SIZE
);
1296 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
+ (yshift
* TILE_SIZE
);
1297 float cx
, cy
, ex
, ey
;
1301 * When we draw a single tile, we must draw everything up to
1302 * and including the borders around the tile. This means that
1303 * if the neighbouring tiles have connections to those borders,
1304 * we must draw those connections on the borders themselves.
1306 * This would be terribly fiddly if we ever had to draw a tile
1307 * while its neighbour was in mid-rotate, because we'd have to
1308 * arrange to _know_ that the neighbour was being rotated and
1309 * hence had an anomalous effect on the redraw of this tile.
1310 * Fortunately, the drawing algorithm avoids ever calling us in
1311 * this circumstance: we're either drawing lots of straight
1312 * tiles at game start or after a move is complete, or we're
1313 * repeatedly drawing only the rotating tile. So no problem.
1317 * So. First blank the tile out completely: draw a big
1318 * rectangle in border colour, and a smaller rectangle in
1319 * background colour to fill it in.
1321 draw_rect(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1323 draw_rect(fe
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1324 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1325 tile
& FLASHING ? COL_FLASHING
: COL_BACKGROUND
);
1330 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1331 col
= (tile
& ACTIVE ? COL_POWERED
: COL_WIRE
);
1332 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1334 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1335 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1336 draw_thick_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1337 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
),
1341 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1343 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1344 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1345 draw_line(fe
, bx
+(int)cx
, by
+(int)cy
,
1346 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
), col
);
1351 * Draw the box in the middle. We do this in blue if the tile
1352 * is an unpowered endpoint, in cyan if the tile is a powered
1353 * endpoint, in black if the tile is the centrepiece, and
1354 * otherwise not at all.
1357 if (x
== state
->cx
&& y
== state
->cy
)
1359 else if (COUNT(tile
) == 1) {
1360 col
= (tile
& ACTIVE ? COL_POWERED
: COL_ENDPOINT
);
1365 points
[0] = +1; points
[1] = +1;
1366 points
[2] = +1; points
[3] = -1;
1367 points
[4] = -1; points
[5] = -1;
1368 points
[6] = -1; points
[7] = +1;
1370 for (i
= 0; i
< 8; i
+= 2) {
1371 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1372 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1373 points
[i
] = bx
+(int)(cx
+ex
);
1374 points
[i
+1] = by
+(int)(cy
+ey
);
1377 draw_polygon(fe
, points
, 4, TRUE
, col
);
1378 draw_polygon(fe
, points
, 4, FALSE
, COL_WIRE
);
1382 * Draw the points on the border if other tiles are connected
1385 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1386 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1394 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1397 if (!(tile(state
, ox
, oy
) & F(dir
)))
1400 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ?
0 : cx
);
1401 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ?
0 : cy
);
1402 lx
= dx
* (TILE_BORDER
-1);
1403 ly
= dy
* (TILE_BORDER
-1);
1407 if (xshift
== 0.0 && yshift
== 0.0 && (tile
& dir
)) {
1409 * If we are fully connected to the other tile, we must
1410 * draw right across the tile border. (We can use our
1411 * own ACTIVE state to determine what colour to do this
1412 * in: if we are fully connected to the other tile then
1413 * the two ACTIVE states will be the same.)
1415 draw_rect_coords(fe
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1416 draw_rect_coords(fe
, px
, py
, px
+lx
, py
+ly
,
1417 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1420 * The other tile extends into our border, but isn't
1421 * actually connected to us. Just draw a single black
1424 draw_rect_coords(fe
, px
, py
, px
, py
, COL_WIRE
);
1428 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1431 static void draw_tile_barriers(frontend
*fe
, game_state
*state
, int x
, int y
)
1435 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1436 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1438 * Draw barrier corners, and then barriers.
1440 for (phase
= 0; phase
< 2; phase
++) {
1441 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1442 if (barrier(state
, x
, y
) & (dir
<< 4))
1443 draw_barrier_corner(fe
, x
, y
, dir
<< 4, phase
);
1444 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1445 if (barrier(state
, x
, y
) & dir
)
1446 draw_barrier(fe
, x
, y
, dir
, phase
);
1449 draw_update(fe
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1452 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
1455 int ydy
= -xdx
, ydx
= xdy
;
1457 x
= x
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1458 y
= y
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1460 #define POINT(n, xx, yy) ( \
1461 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1462 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1464 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
1465 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
1466 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
1467 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
1468 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
1469 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
1470 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
1472 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
1473 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
1476 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1477 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
1479 int x
, y
, tx
, ty
, frame
;
1480 unsigned char *active
;
1485 * Clear the screen and draw the exterior barrier lines if this
1486 * is our first call.
1494 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1495 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1497 draw_update(fe
, 0, 0,
1498 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1499 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1501 for (phase
= 0; phase
< 2; phase
++) {
1503 for (x
= 0; x
< ds
->width
; x
++) {
1504 if (barrier(state
, x
, 0) & UL
)
1505 draw_barrier_corner(fe
, x
, -1, LD
, phase
);
1506 if (barrier(state
, x
, 0) & RU
)
1507 draw_barrier_corner(fe
, x
, -1, DR
, phase
);
1508 if (barrier(state
, x
, 0) & U
)
1509 draw_barrier(fe
, x
, -1, D
, phase
);
1510 if (barrier(state
, x
, ds
->height
-1) & DR
)
1511 draw_barrier_corner(fe
, x
, ds
->height
, RU
, phase
);
1512 if (barrier(state
, x
, ds
->height
-1) & LD
)
1513 draw_barrier_corner(fe
, x
, ds
->height
, UL
, phase
);
1514 if (barrier(state
, x
, ds
->height
-1) & D
)
1515 draw_barrier(fe
, x
, ds
->height
, U
, phase
);
1518 for (y
= 0; y
< ds
->height
; y
++) {
1519 if (barrier(state
, 0, y
) & UL
)
1520 draw_barrier_corner(fe
, -1, y
, RU
, phase
);
1521 if (barrier(state
, 0, y
) & LD
)
1522 draw_barrier_corner(fe
, -1, y
, DR
, phase
);
1523 if (barrier(state
, 0, y
) & L
)
1524 draw_barrier(fe
, -1, y
, R
, phase
);
1525 if (barrier(state
, ds
->width
-1, y
) & RU
)
1526 draw_barrier_corner(fe
, ds
->width
, y
, UL
, phase
);
1527 if (barrier(state
, ds
->width
-1, y
) & DR
)
1528 draw_barrier_corner(fe
, ds
->width
, y
, LD
, phase
);
1529 if (barrier(state
, ds
->width
-1, y
) & R
)
1530 draw_barrier(fe
, ds
->width
, y
, L
, phase
);
1535 * Arrows for making moves.
1537 for (x
= 0; x
< ds
->width
; x
++) {
1538 if (x
== state
->cx
) continue;
1539 draw_arrow(fe
, x
, 0, +1, 0);
1540 draw_arrow(fe
, x
+1, ds
->height
, -1, 0);
1542 for (y
= 0; y
< ds
->height
; y
++) {
1543 if (y
== state
->cy
) continue;
1544 draw_arrow(fe
, ds
->width
, y
, 0, +1);
1545 draw_arrow(fe
, 0, y
+1, 0, -1);
1549 /* Check if this is an undo. If so, we will need to run any animation
1552 if (oldstate
&& oldstate
->move_count
> state
->move_count
) {
1553 game_state
* tmpstate
= state
;
1555 oldstate
= tmpstate
;
1560 if (oldstate
&& (t
< ANIM_TIME
)) {
1562 * We're animating a slide, of row/column number
1563 * state->last_move_pos, in direction
1564 * state->last_move_dir
1566 xshift
= state
->last_move_row
== -1 ?
0.0 :
1567 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1568 yshift
= state
->last_move_col
== -1 ?
0.0 :
1569 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1575 * We're animating a completion flash. Find which frame
1578 frame
= (int)(ft
/ FLASH_FRAME
);
1582 * Draw any tile which differs from the way it was last drawn.
1584 if (xshift
!= 0.0 || yshift
!= 0.0) {
1585 active
= compute_active(state
,
1586 state
->last_move_row
, state
->last_move_col
);
1588 active
= compute_active(state
, -1, -1);
1592 BORDER
+ WINDOW_OFFSET
, BORDER
+ WINDOW_OFFSET
,
1593 TILE_SIZE
* state
->width
+ TILE_BORDER
,
1594 TILE_SIZE
* state
->height
+ TILE_BORDER
);
1596 for (x
= 0; x
< ds
->width
; x
++)
1597 for (y
= 0; y
< ds
->height
; y
++) {
1598 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1601 * In a completion flash, we adjust the FLASHING bit
1602 * depending on our distance from the centre point and
1606 int xdist
, ydist
, dist
;
1607 xdist
= (x
< state
->cx ? state
->cx
- x
: x
- state
->cx
);
1608 ydist
= (y
< state
->cy ? state
->cy
- y
: y
- state
->cy
);
1609 dist
= (xdist
> ydist ? xdist
: ydist
);
1611 if (frame
>= dist
&& frame
< dist
+4) {
1612 int flash
= (frame
- dist
) & 1;
1613 flash
= flash ? FLASHING
: 0;
1614 c
= (c
&~ FLASHING
) | flash
;
1618 if (index(state
, ds
->visible
, x
, y
) != c
||
1619 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1620 (x
== state
->last_move_col
|| y
== state
->last_move_row
))
1622 float xs
= (y
== state
->last_move_row ? xshift
: 0.0);
1623 float ys
= (x
== state
->last_move_col ? yshift
: 0.0);
1625 draw_tile(fe
, state
, x
, y
, c
, xs
, ys
);
1626 if (xs
< 0 && x
== 0)
1627 draw_tile(fe
, state
, state
->width
, y
, c
, xs
, ys
);
1628 else if (xs
> 0 && x
== state
->width
- 1)
1629 draw_tile(fe
, state
, -1, y
, c
, xs
, ys
);
1630 else if (ys
< 0 && y
== 0)
1631 draw_tile(fe
, state
, x
, state
->height
, c
, xs
, ys
);
1632 else if (ys
> 0 && y
== state
->height
- 1)
1633 draw_tile(fe
, state
, x
, -1, c
, xs
, ys
);
1635 if (x
== state
->last_move_col
|| y
== state
->last_move_row
)
1636 index(state
, ds
->visible
, x
, y
) = 0xFF;
1638 index(state
, ds
->visible
, x
, y
) = c
;
1642 for (x
= 0; x
< ds
->width
; x
++)
1643 for (y
= 0; y
< ds
->height
; y
++)
1644 draw_tile_barriers(fe
, state
, x
, y
);
1649 * Update the status bar.
1652 char statusbuf
[256];
1655 n
= state
->width
* state
->height
;
1656 for (i
= a
= 0; i
< n
; i
++)
1660 if (state
->used_solve
)
1661 sprintf(statusbuf
, "Moves since auto-solve: %d",
1662 state
->move_count
- state
->completed
);
1664 sprintf(statusbuf
, "%sMoves: %d",
1665 (state
->completed ?
"COMPLETED! " : ""),
1666 (state
->completed ? state
->completed
: state
->move_count
));
1668 if (state
->movetarget
)
1669 sprintf(statusbuf
+ strlen(statusbuf
), " (target %d)",
1672 sprintf(statusbuf
+ strlen(statusbuf
), " Active: %d/%d", a
, n
);
1674 status_bar(fe
, statusbuf
);
1680 static float game_anim_length(game_state
*oldstate
,
1681 game_state
*newstate
, int dir
, game_ui
*ui
)
1684 * Don't animate an auto-solve move.
1686 if ((dir
> 0 && newstate
->just_used_solve
) ||
1687 (dir
< 0 && oldstate
->just_used_solve
))
1693 static float game_flash_length(game_state
*oldstate
,
1694 game_state
*newstate
, int dir
, game_ui
*ui
)
1697 * If the game has just been completed, we display a completion
1700 if (!oldstate
->completed
&& newstate
->completed
&&
1701 !oldstate
->used_solve
&& !newstate
->used_solve
) {
1704 if (size
< newstate
->cx
+1)
1705 size
= newstate
->cx
+1;
1706 if (size
< newstate
->cy
+1)
1707 size
= newstate
->cy
+1;
1708 if (size
< newstate
->width
- newstate
->cx
)
1709 size
= newstate
->width
- newstate
->cx
;
1710 if (size
< newstate
->height
- newstate
->cy
)
1711 size
= newstate
->height
- newstate
->cy
;
1712 return FLASH_FRAME
* (size
+4);
1718 static int game_wants_statusbar(void)
1723 static int game_timing_state(game_state
*state
)
1729 #define thegame netslide
1732 const struct game thegame
= {
1733 "Netslide", "games.netslide",
1740 TRUE
, game_configure
, custom_params
,
1749 FALSE
, game_text_format
,
1756 game_free_drawstate
,
1760 game_wants_statusbar
,
1761 FALSE
, game_timing_state
,
1762 0, /* mouse_priorities */