#include "puzzles.h"
#include "tree234.h"
-#define PI 3.141592653589793238462643383279502884197169399
-
#define MATMUL(xr,yr,m,x,y) do { \
float rx, ry, xx = (x), yy = (y), *mat = (m); \
rx = mat[0] * xx + mat[2] * yy; \
#define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
(((x) & 0x02) >> 1) + ((x) & 0x01) )
-#define TILE_SIZE 32
+#define PREFERRED_TILE_SIZE 32
+#define TILE_SIZE (ds->tilesize)
#define TILE_BORDER 1
#define WINDOW_OFFSET 16
float barrier_probability;
};
-struct game_aux_info {
- int width, height;
- unsigned char *tiles;
-};
-
struct game_state {
int width, height, wrapping, completed;
int last_rotate_x, last_rotate_y, last_rotate_dir;
if (a->direction > b->direction)
return +1;
return 0;
-};
+}
static int xyd_cmp_nc(void *av, void *bv) { return xyd_cmp(av, bv); }
return ret;
}
+static const struct game_params net_presets[] = {
+ {5, 5, FALSE, TRUE, 0.0},
+ {7, 7, FALSE, TRUE, 0.0},
+ {9, 9, FALSE, TRUE, 0.0},
+ {11, 11, FALSE, TRUE, 0.0},
+ {13, 11, FALSE, TRUE, 0.0},
+ {5, 5, TRUE, TRUE, 0.0},
+ {7, 7, TRUE, TRUE, 0.0},
+ {9, 9, TRUE, TRUE, 0.0},
+ {11, 11, TRUE, TRUE, 0.0},
+ {13, 11, TRUE, TRUE, 0.0},
+};
+
static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
- static const struct { int x, y, wrap; } values[] = {
- {5, 5, FALSE},
- {7, 7, FALSE},
- {9, 9, FALSE},
- {11, 11, FALSE},
- {13, 11, FALSE},
- {5, 5, TRUE},
- {7, 7, TRUE},
- {9, 9, TRUE},
- {11, 11, TRUE},
- {13, 11, TRUE},
- };
-
- if (i < 0 || i >= lenof(values))
+
+ if (i < 0 || i >= lenof(net_presets))
return FALSE;
ret = snew(game_params);
- ret->width = values[i].x;
- ret->height = values[i].y;
- ret->wrapping = values[i].wrap;
- ret->unique = TRUE;
- ret->barrier_probability = 0.0;
+ *ret = net_presets[i];
sprintf(str, "%dx%d%s", ret->width, ret->height,
ret->wrapping ? " wrapping" : "");
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
{
- if (params->width <= 0 && params->height <= 0)
+ if (params->width <= 0 || params->height <= 0)
return "Width and height must both be greater than zero";
- if (params->width <= 0)
- return "Width must be greater than zero";
- if (params->height <= 0)
- return "Height must be greater than zero";
if (params->width <= 1 && params->height <= 1)
return "At least one of width and height must be greater than one";
if (params->barrier_probability < 0)
* is at least 2^(number of such rows), and in particular is at
* least 2 since there must be at least one such row. []
*/
- if (params->unique && params->wrapping &&
+ if (full && params->unique && params->wrapping &&
(params->width == 2 || params->height == 2))
return "No wrapping puzzle with a width or height of 2 can have"
" a unique solution";
* 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;
break;
}
+ sfree(perim2);
if (i == nperim)
return; /* nothing we can do! */
}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+ char **aux, int interactive)
{
tree234 *possibilities, *barriertree;
int w, h, x, y, cx, cy, nbarriers;
OFFSET(x2, y2, x1, y1, d1, params);
d2 = F(d1);
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
#endif
xydp = find234(possibilities, &xyd1, NULL);
if (xydp) {
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("T-piece; removing (%d,%d,%c)\n",
xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
#endif
xydp = find234(possibilities, &xyd1, NULL);
if (xydp) {
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("Loop avoidance; removing (%d,%d,%c)\n",
xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
#endif
if (index(params, tiles, x3, y3))
continue; /* this would create a loop */
-#ifdef DEBUG
+#ifdef GENERATION_DIAGNOSTICS
printf("New frontier; adding (%d,%d,%c)\n",
x2, y2, "0RU3L567D9abcdef"[d]);
#endif
}
/*
- * Save the unshuffled grid in an aux_info.
+ * Save the unshuffled grid in aux.
*/
{
- game_aux_info *solution;
+ char *solution;
+ int i;
- solution = snew(game_aux_info);
- solution->width = w;
- solution->height = h;
- solution->tiles = snewn(w * h, unsigned char);
- memcpy(solution->tiles, tiles, w * h);
+ solution = snewn(w * h + 1, char);
+ for (i = 0; i < w * h; i++)
+ solution[i] = "0123456789abcdef"[tiles[i] & 0xF];
+ solution[w*h] = '\0';
*aux = solution;
}
return desc;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- sfree(aux->tiles);
- sfree(aux);
-}
-
static char *validate_desc(game_params *params, char *desc)
{
int w = params->width, h = params->height;
* Construct an initial game state, given a description and parameters.
*/
-static game_state *new_game(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;
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
{
- game_state *ret;
+ unsigned char *tiles;
+ char *ret;
+ int retlen, retsize;
+ int i;
+
+ tiles = snewn(state->width * state->height, unsigned char);
if (!aux) {
/*
* Run the internal solver on the provided grid. This might
* not yield a complete solution.
*/
- ret = dup_game(state);
- net_solver(ret->width, ret->height, ret->tiles,
- ret->barriers, ret->wrapping);
+ memcpy(tiles, state->tiles, state->width * state->height);
+ net_solver(state->width, state->height, tiles,
+ state->barriers, state->wrapping);
} else {
- assert(aux->width == state->width);
- assert(aux->height == state->height);
- ret = dup_game(state);
- memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
- ret->used_solve = ret->just_used_solve = TRUE;
- ret->completed = TRUE;
+ for (i = 0; i < state->width * state->height; i++) {
+ int c = aux[i];
+
+ if (c >= '0' && c <= '9')
+ tiles[i] = c - '0';
+ else if (c >= 'a' && c <= 'f')
+ tiles[i] = c - 'a' + 10;
+ else if (c >= 'A' && c <= 'F')
+ tiles[i] = c - 'A' + 10;
+
+ tiles[i] |= LOCKED;
+ }
+ }
+
+ /*
+ * Now construct a string which can be passed to execute_move()
+ * to transform the current grid into the solved one.
+ */
+ retsize = 256;
+ ret = snewn(retsize, char);
+ retlen = 0;
+ ret[retlen++] = 'S';
+
+ for (i = 0; i < state->width * state->height; i++) {
+ int from = currstate->tiles[i], to = tiles[i];
+ int ft = from & (R|L|U|D), tt = to & (R|L|U|D);
+ int x = i % state->width, y = i / state->width;
+ int chr = '\0';
+ char buf[80], *p = buf;
+
+ if (from == to)
+ continue; /* nothing needs doing at all */
+
+ /*
+ * To transform this tile into the desired tile: first
+ * unlock the tile if it's locked, then rotate it if
+ * necessary, then lock it if necessary.
+ */
+ if (from & LOCKED)
+ p += sprintf(p, ";L%d,%d", x, y);
+
+ if (tt == A(ft))
+ chr = 'A';
+ else if (tt == C(ft))
+ chr = 'C';
+ else if (tt == F(ft))
+ chr = 'F';
+ else {
+ assert(tt == ft);
+ chr = '\0';
+ }
+ if (chr)
+ p += sprintf(p, ";%c%d,%d", chr, x, y);
+
+ if (to & LOCKED)
+ p += sprintf(p, ";L%d,%d", x, y);
+
+ if (p > buf) {
+ if (retlen + (p - buf) >= retsize) {
+ retsize = retlen + (p - buf) + 512;
+ ret = sresize(ret, retsize, char);
+ }
+ memcpy(ret+retlen, buf, p - buf);
+ retlen += p - buf;
+ }
}
+ assert(retlen < retsize);
+ ret[retlen] = '\0';
+ ret = sresize(ret, retlen+1, char);
+
+ sfree(tiles);
+
return ret;
}
sfree(ui);
}
+static char *encode_ui(game_ui *ui)
+{
+ char buf[120];
+ /*
+ * We preserve the origin and centre-point coordinates over a
+ * serialise.
+ */
+ sprintf(buf, "O%d,%d;C%d,%d", ui->org_x, ui->org_y, ui->cx, ui->cy);
+ return dupstr(buf);
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+ sscanf(encoding, "O%d,%d;C%d,%d",
+ &ui->org_x, &ui->org_y, &ui->cx, &ui->cy);
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int started;
+ int width, height;
+ int org_x, org_y;
+ int tilesize;
+ unsigned char *visible;
+};
+
/* ----------------------------------------------------------------------
* Process a move.
*/
-static game_state *make_move(game_state *state, game_ui *ui,
- int x, int y, int button)
+static char *interpret_move(game_state *state, game_ui *ui,
+ game_drawstate *ds, int x, int y, int button)
{
- game_state *ret, *nullret;
- int tx, ty, orig;
+ char *nullret;
+ int tx = -1, ty = -1, dir = 0;
int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
+ enum {
+ NONE, ROTATE_LEFT, ROTATE_180, ROTATE_RIGHT, TOGGLE_LOCK, JUMBLE,
+ MOVE_ORIGIN, MOVE_SOURCE, MOVE_ORIGIN_AND_SOURCE, MOVE_CURSOR
+ } action;
button &= ~MOD_MASK;
nullret = NULL;
+ action = NONE;
if (button == LEFT_BUTTON ||
button == MIDDLE_BUTTON ||
if (ui->cur_visible) {
ui->cur_visible = FALSE;
- nullret = state;
+ nullret = "";
}
/*
if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
return nullret;
+
+ action = button == LEFT_BUTTON ? ROTATE_LEFT :
+ button == RIGHT_BUTTON ? ROTATE_RIGHT : TOGGLE_LOCK;
} else if (button == CURSOR_UP || button == CURSOR_DOWN ||
button == CURSOR_RIGHT || button == CURSOR_LEFT) {
- int dir;
switch (button) {
case CURSOR_UP: dir = U; break;
case CURSOR_DOWN: dir = D; break;
case CURSOR_RIGHT: dir = R; break;
default: return nullret;
}
- if (shift) {
- /*
- * Move origin.
- */
- if (state->wrapping) {
- OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
- } else return nullret; /* disallowed for non-wrapping grids */
- }
- if (ctrl) {
- /*
- * Change source tile.
- */
- OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
- }
- if (!shift && !ctrl) {
- /*
- * Move keyboard cursor.
- */
- OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
- ui->cur_visible = TRUE;
- }
- return state; /* UI activity has occurred */
+ if (shift && ctrl) action = MOVE_ORIGIN_AND_SOURCE;
+ else if (shift) action = MOVE_ORIGIN;
+ else if (ctrl) action = MOVE_SOURCE;
+ else action = MOVE_CURSOR;
} else if (button == 'a' || button == 's' || button == 'd' ||
- button == 'A' || button == 'S' || button == 'D') {
+ button == 'A' || button == 'S' || button == 'D' ||
+ button == 'f' || button == 'F' ||
+ button == CURSOR_SELECT) {
tx = ui->cur_x;
ty = ui->cur_y;
- if (button == 'a' || button == 'A')
- button = LEFT_BUTTON;
+ if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
+ action = ROTATE_LEFT;
else if (button == 's' || button == 'S')
- button = MIDDLE_BUTTON;
+ action = TOGGLE_LOCK;
else if (button == 'd' || button == 'D')
- button = RIGHT_BUTTON;
+ action = ROTATE_RIGHT;
+ else if (button == 'f' || button == 'F')
+ action = ROTATE_180;
ui->cur_visible = TRUE;
} else if (button == 'j' || button == 'J') {
/* XXX should we have some mouse control for this? */
- button = 'J'; /* canonify */
- tx = ty = -1; /* shut gcc up :( */
+ action = JUMBLE;
} else
return nullret;
* accident. If they change their mind, another middle click
* unlocks it.)
*/
- if (button == MIDDLE_BUTTON) {
-
- ret = dup_game(state);
- ret->just_used_solve = FALSE;
- tile(ret, tx, ty) ^= LOCKED;
- ret->last_rotate_dir = ret->last_rotate_x = ret->last_rotate_y = 0;
- return ret;
-
- } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ if (action == TOGGLE_LOCK) {
+ char buf[80];
+ sprintf(buf, "L%d,%d", tx, ty);
+ return dupstr(buf);
+ } else if (action == ROTATE_LEFT || action == ROTATE_RIGHT ||
+ action == ROTATE_180) {
+ char buf[80];
/*
* The left and right buttons have no effect if clicked on a
* Otherwise, turn the tile one way or the other. Left button
* turns anticlockwise; right button turns clockwise.
*/
- ret = dup_game(state);
- ret->just_used_solve = FALSE;
- orig = tile(ret, tx, ty);
- if (button == LEFT_BUTTON) {
- tile(ret, tx, ty) = A(orig);
- ret->last_rotate_dir = +1;
- } else {
- tile(ret, tx, ty) = C(orig);
- ret->last_rotate_dir = -1;
- }
- ret->last_rotate_x = tx;
- ret->last_rotate_y = ty;
-
- } else if (button == 'J') {
-
+ sprintf(buf, "%c%d,%d", (int)(action == ROTATE_LEFT ? 'A' :
+ action == ROTATE_RIGHT ? 'C' : 'F'), tx, ty);
+ return dupstr(buf);
+ } else if (action == JUMBLE) {
/*
* Jumble all unlocked tiles to random orientations.
*/
- int jx, jy;
- ret = dup_game(state);
- ret->just_used_solve = FALSE;
- for (jy = 0; jy < ret->height; jy++) {
- for (jx = 0; jx < ret->width; jx++) {
- if (!(tile(ret, jx, jy) & LOCKED)) {
+
+ int jx, jy, maxlen;
+ char *ret, *p;
+
+ /*
+ * Maximum string length assumes no int can be converted to
+ * decimal and take more than 11 digits!
+ */
+ maxlen = state->width * state->height * 25 + 3;
+
+ ret = snewn(maxlen, char);
+ p = ret;
+ *p++ = 'J';
+
+ for (jy = 0; jy < state->height; jy++) {
+ for (jx = 0; jx < state->width; jx++) {
+ if (!(tile(state, jx, jy) & LOCKED)) {
int rot = random_upto(ui->rs, 4);
- orig = tile(ret, jx, jy);
- tile(ret, jx, jy) = ROT(orig, rot);
+ if (rot) {
+ p += sprintf(p, ";%c%d,%d", "AFC"[rot-1], jx, jy);
+ }
}
}
}
- ret->last_rotate_dir = 0; /* suppress animation */
- ret->last_rotate_x = ret->last_rotate_y = 0;
+ *p++ = '\0';
+ assert(p - ret < maxlen);
+ ret = sresize(ret, p - ret, char);
+
+ return ret;
+ } else if (action == MOVE_ORIGIN || action == MOVE_SOURCE ||
+ action == MOVE_ORIGIN_AND_SOURCE || action == MOVE_CURSOR) {
+ assert(dir != 0);
+ if (action == MOVE_ORIGIN || action == MOVE_ORIGIN_AND_SOURCE) {
+ if (state->wrapping) {
+ OFFSET(ui->org_x, ui->org_y, ui->org_x, ui->org_y, dir, state);
+ } else return nullret; /* disallowed for non-wrapping grids */
+ }
+ if (action == MOVE_SOURCE || action == MOVE_ORIGIN_AND_SOURCE) {
+ OFFSET(ui->cx, ui->cy, ui->cx, ui->cy, dir, state);
+ }
+ if (action == MOVE_CURSOR) {
+ OFFSET(ui->cur_x, ui->cur_y, ui->cur_x, ui->cur_y, dir, state);
+ ui->cur_visible = TRUE;
+ }
+ return "";
+ } else {
+ return NULL;
+ }
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int tx, ty, n, noanim, orig;
+
+ ret = dup_game(from);
+ ret->just_used_solve = FALSE;
- } else assert(0);
+ if (move[0] == 'J' || move[0] == 'S') {
+ if (move[0] == 'S')
+ ret->just_used_solve = ret->used_solve = TRUE;
+
+ move++;
+ if (*move == ';')
+ move++;
+ noanim = TRUE;
+ } else
+ noanim = FALSE;
+
+ ret->last_rotate_dir = 0; /* suppress animation */
+ ret->last_rotate_x = ret->last_rotate_y = 0;
+
+ while (*move) {
+ if ((move[0] == 'A' || move[0] == 'C' ||
+ move[0] == 'F' || move[0] == 'L') &&
+ sscanf(move+1, "%d,%d%n", &tx, &ty, &n) >= 2 &&
+ tx >= 0 && tx < from->width && ty >= 0 && ty < from->height) {
+ orig = tile(ret, tx, ty);
+ if (move[0] == 'A') {
+ tile(ret, tx, ty) = A(orig);
+ if (!noanim)
+ ret->last_rotate_dir = +1;
+ } else if (move[0] == 'F') {
+ tile(ret, tx, ty) = F(orig);
+ if (!noanim)
+ ret->last_rotate_dir = +2; /* + for sake of argument */
+ } else if (move[0] == 'C') {
+ tile(ret, tx, ty) = C(orig);
+ if (!noanim)
+ ret->last_rotate_dir = -1;
+ } else {
+ assert(move[0] == 'L');
+ tile(ret, tx, ty) ^= LOCKED;
+ }
+
+ move += 1 + n;
+ if (*move == ';') move++;
+ } else {
+ free_game(ret);
+ return NULL;
+ }
+ }
+ if (!noanim) {
+ ret->last_rotate_x = tx;
+ ret->last_rotate_y = ty;
+ }
/*
* Check whether the game has been completed.
+ *
+ * For this purpose it doesn't matter where the source square
+ * is, because we can start from anywhere and correctly
+ * determine whether the game is completed.
*/
{
- unsigned char *active = compute_active(ret, ui->cx, ui->cy);
+ unsigned char *active = compute_active(ret, 0, 0);
int x1, y1;
int complete = TRUE;
return ret;
}
+
/* ----------------------------------------------------------------------
* Routines for drawing the game position on the screen.
*/
-struct game_drawstate {
- int started;
- int width, height;
- int org_x, org_y;
- unsigned char *visible;
-};
-
-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);
ds->height = state->height;
ds->org_x = ds->org_y = -1;
ds->visible = snewn(state->width * state->height, unsigned char);
+ ds->tilesize = 0; /* undecided yet */
memset(ds->visible, 0xFF, state->width * state->height);
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);
}
-static void game_size(game_params *params, int *x, int *y)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
- *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
- *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
+ *x = WINDOW_OFFSET * 2 + tilesize * params->width + TILE_BORDER;
+ *y = WINDOW_OFFSET * 2 + tilesize * params->height + TILE_BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
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, int x, int y, int dx, int dy,
- int phase)
+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;
int by = WINDOW_OFFSET + TILE_SIZE * y;
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, int x, int y, int dir, int phase)
+static void draw_barrier(drawing *dr, game_drawstate *ds,
+ int x, int y, int dir, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = WINDOW_OFFSET + TILE_SIZE * y;
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, TRUE, col);
- draw_polygon(fe, points, 4, FALSE, 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, 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, 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, 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, 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, x, -1, -1, +1, phase);
- draw_barrier_corner(fe, x, -1, +1, +1, phase);
- draw_barrier(fe, 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, x, ds->height, -1, -1, phase);
- draw_barrier_corner(fe, x, ds->height, +1, -1, phase);
- draw_barrier(fe, 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, -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->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, -1, y, +1, -1, phase);
- draw_barrier_corner(fe, -1, y, +1, +1, phase);
- draw_barrier(fe, -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->width, y, -1, -1, phase);
- draw_barrier_corner(fe, ds->width, y, -1, +1, phase);
- draw_barrier(fe, 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);
}
static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
int last_rotate_dir;
}
static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
/*
* If the game has just been completed, we display a completion
return TRUE;
}
+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
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
FALSE, game_text_format,
new_ui,
free_ui,
- make_move,
- game_size,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
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 */
};