* avoidance is required.
*/
-static int dsf_canonify(int *dsf, int val)
-{
- int v2 = val;
-
- while (dsf[val] != val)
- val = dsf[val];
-
- while (v2 != val) {
- int tmp = dsf[v2];
- dsf[v2] = val;
- v2 = tmp;
- }
-
- return val;
-}
-
-static void dsf_merge(int *dsf, int v1, int v2)
-{
- v1 = dsf_canonify(dsf, v1);
- v2 = dsf_canonify(dsf, v2);
- dsf[v2] = v1;
-}
-
struct todo {
unsigned char *marked;
int *buffer;
* Construct an initial game state, given a description and parameters.
*/
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state;
int w, h, x, y;
tiles[i] = c - 'a' + 10;
else if (c >= 'A' && c <= 'F')
tiles[i] = c - 'A' + 10;
+
+ tiles[i] |= LOCKED;
}
}
* Routines for drawing the game position on the screen.
*/
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
{
game_drawstate *ds = snew(game_drawstate);
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
*y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER;
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
return ret;
}
-static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
+static void draw_thick_line(drawing *dr, int x1, int y1, int x2, int y2,
int colour)
{
- draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
- draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
- draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
- draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
- draw_line(fe, x1, y1, x2, y2, colour);
+ draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
+ draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
+ draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE);
+ draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE);
+ draw_line(dr, x1, y1, x2, y2, colour);
}
-static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
+static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2,
int colour)
{
int mx = (x1 < x2 ? x1 : x2);
int dx = (x2 + x1 - 2*mx + 1);
int dy = (y2 + y1 - 2*my + 1);
- draw_rect(fe, mx, my, dx, dy, colour);
+ draw_rect(dr, mx, my, dx, dy, colour);
}
/*
* draw_barrier_corner() and draw_barrier() are passed physical coords
*/
-static void draw_barrier_corner(frontend *fe, game_drawstate *ds,
+static void draw_barrier_corner(drawing *dr, game_drawstate *ds,
int x, int y, int dx, int dy, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
if (phase == 0) {
- draw_rect_coords(fe, bx+x1+dx, by+y1,
+ draw_rect_coords(dr, bx+x1+dx, by+y1,
bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
COL_WIRE);
- draw_rect_coords(fe, bx+x1, by+y1+dy,
+ draw_rect_coords(dr, bx+x1, by+y1+dy,
bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
COL_WIRE);
} else {
- draw_rect_coords(fe, bx+x1, by+y1,
+ draw_rect_coords(dr, bx+x1, by+y1,
bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
COL_BARRIER);
}
}
-static void draw_barrier(frontend *fe, game_drawstate *ds,
+static void draw_barrier(drawing *dr, game_drawstate *ds,
int x, int y, int dir, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
if (phase == 0) {
- draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
+ draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
} else {
- draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
+ draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER);
}
}
/*
* draw_tile() is passed physical coordinates
*/
-static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds,
+static void draw_tile(drawing *dr, game_state *state, game_drawstate *ds,
int x, int y, int tile, int src, float angle, int cursor)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
* we must draw those connections on the borders themselves.
*/
- clip(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
+ clip(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
/*
* So. First blank the tile out completely: draw a big
* rectangle in border colour, and a smaller rectangle in
* background colour to fill it in.
*/
- draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
+ draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
COL_BORDER);
- draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
+ draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER,
TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
tile & LOCKED ? COL_LOCKED : COL_BACKGROUND);
* in.
*/
if (cursor) {
- draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
+ draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE/8,
bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
- draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE/8,
+ draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE/8,
bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
- draw_line(fe, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
+ draw_line(dr, bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE/8,
bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
- draw_line(fe, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
+ draw_line(dr, bx+TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
}
ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
MATMUL(tx, ty, matrix, ex, ey);
- draw_thick_line(fe, bx+(int)cx, by+(int)cy,
+ draw_thick_line(dr, bx+(int)cx, by+(int)cy,
bx+(int)(cx+tx), by+(int)(cy+ty),
COL_WIRE);
}
ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
MATMUL(tx, ty, matrix, ex, ey);
- draw_line(fe, bx+(int)cx, by+(int)cy,
+ draw_line(dr, bx+(int)cx, by+(int)cy,
bx+(int)(cx+tx), by+(int)(cy+ty), col);
}
}
points[i+1] = by+(int)(cy+ty);
}
- draw_polygon(fe, points, 4, col, COL_WIRE);
+ draw_polygon(dr, points, 4, col, COL_WIRE);
}
/*
* in: if we are fully connected to the other tile then
* the two ACTIVE states will be the same.)
*/
- draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
- draw_rect_coords(fe, px, py, px+lx, py+ly,
+ draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
+ draw_rect_coords(dr, px, py, px+lx, py+ly,
(tile & ACTIVE) ? COL_POWERED : COL_WIRE);
} else {
/*
* actually connected to us. Just draw a single black
* dot.
*/
- draw_rect_coords(fe, px, py, px, py, COL_WIRE);
+ draw_rect_coords(dr, px, py, px, py, COL_WIRE);
}
}
* At least one barrier terminates here. Draw a
* corner.
*/
- draw_barrier_corner(fe, ds, x, y,
+ draw_barrier_corner(dr, ds, x, y,
X(dir)+X(A(dir)), Y(dir)+Y(A(dir)),
phase);
}
for (dir = 1; dir < 0x10; dir <<= 1)
if (barrier(state, GX(x), GY(y)) & dir)
- draw_barrier(fe, ds, x, y, dir, phase);
+ draw_barrier(dr, ds, x, y, dir, phase);
}
- unclip(fe);
+ unclip(dr);
- draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
+ draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui, float t, float ft)
{
int x, y, tx, ty, frame, last_rotate_dir, moved_origin = FALSE;
ds->started = TRUE;
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
COL_BACKGROUND);
ds->org_y = ui->org_y;
moved_origin = TRUE;
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
for (x = 0; x < ds->width; x++) {
if (x+1 < ds->width) {
if (barrier(state, GX(x), GY(0)) & R)
- draw_barrier_corner(fe, ds, x, -1, +1, +1, phase);
+ draw_barrier_corner(dr, ds, x, -1, +1, +1, phase);
if (barrier(state, GX(x), GY(ds->height-1)) & R)
- draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase);
+ draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase);
}
if (barrier(state, GX(x), GY(0)) & U) {
- draw_barrier_corner(fe, ds, x, -1, -1, +1, phase);
- draw_barrier_corner(fe, ds, x, -1, +1, +1, phase);
- draw_barrier(fe, ds, x, -1, D, phase);
+ draw_barrier_corner(dr, ds, x, -1, -1, +1, phase);
+ draw_barrier_corner(dr, ds, x, -1, +1, +1, phase);
+ draw_barrier(dr, ds, x, -1, D, phase);
}
if (barrier(state, GX(x), GY(ds->height-1)) & D) {
- draw_barrier_corner(fe, ds, x, ds->height, -1, -1, phase);
- draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase);
- draw_barrier(fe, ds, x, ds->height, U, phase);
+ draw_barrier_corner(dr, ds, x, ds->height, -1, -1, phase);
+ draw_barrier_corner(dr, ds, x, ds->height, +1, -1, phase);
+ draw_barrier(dr, ds, x, ds->height, U, phase);
}
}
for (y = 0; y < ds->height; y++) {
if (y+1 < ds->height) {
if (barrier(state, GX(0), GY(y)) & D)
- draw_barrier_corner(fe, ds, -1, y, +1, +1, phase);
+ draw_barrier_corner(dr, ds, -1, y, +1, +1, phase);
if (barrier(state, GX(ds->width-1), GY(y)) & D)
- draw_barrier_corner(fe, ds, ds->width, y, -1, +1, phase);
+ draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase);
}
if (barrier(state, GX(0), GY(y)) & L) {
- draw_barrier_corner(fe, ds, -1, y, +1, -1, phase);
- draw_barrier_corner(fe, ds, -1, y, +1, +1, phase);
- draw_barrier(fe, ds, -1, y, R, phase);
+ draw_barrier_corner(dr, ds, -1, y, +1, -1, phase);
+ draw_barrier_corner(dr, ds, -1, y, +1, +1, phase);
+ draw_barrier(dr, ds, -1, y, R, phase);
}
if (barrier(state, GX(ds->width-1), GY(y)) & R) {
- draw_barrier_corner(fe, ds, ds->width, y, -1, -1, phase);
- draw_barrier_corner(fe, ds, ds->width, y, -1, +1, phase);
- draw_barrier(fe, ds, ds->width, y, L, phase);
+ draw_barrier_corner(dr, ds, ds->width, y, -1, -1, phase);
+ draw_barrier_corner(dr, ds, ds->width, y, -1, +1, phase);
+ draw_barrier(dr, ds, ds->width, y, L, phase);
}
}
}
index(state, ds->visible, x, y) != c ||
index(state, ds->visible, x, y) == 0xFF ||
is_src || is_anim || is_cursor) {
- draw_tile(fe, state, ds, x, y, c,
+ draw_tile(dr, state, ds, x, y, c,
is_src, (is_anim ? angle : 0.0F), is_cursor);
if (is_src || is_anim || is_cursor)
index(state, ds->visible, x, y) = 0xFF;
(state->used_solve ? "Auto-solved. " :
state->completed ? "COMPLETED! " : ""), a, n2);
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
sfree(active);
return TRUE;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(game_params *params, float *x, float *y)
+{
+ int pw, ph;
+
+ /*
+ * I'll use 8mm squares by default.
+ */
+ game_compute_size(params, 800, &pw, &ph);
+ *x = pw / 100.0;
+ *y = ph / 100.0;
+}
+
+static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y,
+ int topleft, int v, int drawlines, int ink)
+{
+ int tx, ty, cx, cy, r, br, k, thick;
+
+ tx = WINDOW_OFFSET + TILE_SIZE * x;
+ ty = WINDOW_OFFSET + TILE_SIZE * y;
+
+ /*
+ * Find our centre point.
+ */
+ if (topleft) {
+ cx = tx + (v & L ? TILE_SIZE / 4 : TILE_SIZE / 6);
+ cy = ty + (v & U ? TILE_SIZE / 4 : TILE_SIZE / 6);
+ r = TILE_SIZE / 8;
+ br = TILE_SIZE / 32;
+ } else {
+ cx = tx + TILE_SIZE / 2;
+ cy = ty + TILE_SIZE / 2;
+ r = TILE_SIZE / 2;
+ br = TILE_SIZE / 8;
+ }
+ thick = r / 20;
+
+ /*
+ * Draw the square block if we have an endpoint.
+ */
+ if (v == 1 || v == 2 || v == 4 || v == 8)
+ draw_rect(dr, cx - br, cy - br, br*2, br*2, ink);
+
+ /*
+ * Draw each radial line.
+ */
+ if (drawlines) {
+ print_line_width(dr, thick * 2);
+ for (k = 1; k < 16; k *= 2)
+ if (v & k) {
+ int x1 = min(cx, cx + (r-thick) * X(k));
+ int x2 = max(cx, cx + (r-thick) * X(k));
+ int y1 = min(cy, cy + (r-thick) * Y(k));
+ int y2 = max(cy, cy + (r-thick) * Y(k));
+ draw_rect(dr, x1 - thick, y1 - thick,
+ (x2 - x1) + 2*thick, (y2 - y1) + 2*thick, ink);
+ }
+ }
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+ int w = state->width, h = state->height;
+ int ink = print_mono_colour(dr, 0);
+ int x, y;
+
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ game_drawstate ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
+ /*
+ * Border.
+ */
+ print_line_width(dr, TILE_SIZE / (state->wrapping ? 128 : 12));
+ draw_rect_outline(dr, WINDOW_OFFSET, WINDOW_OFFSET,
+ TILE_SIZE * w, TILE_SIZE * h, ink);
+
+ /*
+ * Grid.
+ */
+ print_line_width(dr, TILE_SIZE / 128);
+ for (x = 1; x < w; x++)
+ draw_line(dr, WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET,
+ WINDOW_OFFSET + TILE_SIZE * x, WINDOW_OFFSET + TILE_SIZE * h,
+ ink);
+ for (y = 1; y < h; y++)
+ draw_line(dr, WINDOW_OFFSET, WINDOW_OFFSET + TILE_SIZE * y,
+ WINDOW_OFFSET + TILE_SIZE * w, WINDOW_OFFSET + TILE_SIZE * y,
+ ink);
+
+ /*
+ * Barriers.
+ */
+ for (y = 0; y <= h; y++)
+ for (x = 0; x <= w; x++) {
+ int b = barrier(state, x % w, y % h);
+ fprintf(stderr, "%d,%d: %d\n", x, y, b);
+ if (x < w && (b & U))
+ draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24,
+ WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24,
+ TILE_SIZE + TILE_SIZE/24 * 2, TILE_SIZE/24 * 2, ink);
+ if (y < h && (b & L))
+ draw_rect(dr, WINDOW_OFFSET + TILE_SIZE * x - TILE_SIZE/24,
+ WINDOW_OFFSET + TILE_SIZE * y - TILE_SIZE/24,
+ TILE_SIZE/24 * 2, TILE_SIZE + TILE_SIZE/24 * 2, ink);
+ }
+
+ /*
+ * Grid contents.
+ */
+ for (y = 0; y < h; y++)
+ for (x = 0; x < w; x++) {
+ int vx, v = tile(state, x, y);
+ int locked = v & LOCKED;
+
+ v &= 0xF;
+
+ /*
+ * Rotate into a standard orientation for the top left
+ * corner diagram.
+ */
+ vx = v;
+ while (vx != 0 && vx != 15 && vx != 1 && vx != 9 && vx != 13 &&
+ vx != 5)
+ vx = A(vx);
+
+ /*
+ * Draw the top left corner diagram.
+ */
+ draw_diagram(dr, ds, x, y, TRUE, vx, TRUE, ink);
+
+ /*
+ * Draw the real solution diagram, if we're doing so.
+ */
+ draw_diagram(dr, ds, x, y, FALSE, v, locked, ink);
+ }
+}
+
#ifdef COMBINED
#define thegame net
#endif
game_redraw,
game_anim_length,
game_flash_length,
+ TRUE, FALSE, game_print_size, game_print,
game_wants_statusbar,
FALSE, game_timing_state,
0, /* mouse_priorities */