#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <ctype.h>
+#include <math.h>
#include "puzzles.h"
#include "tree234.h"
-/* Direction bitfields */
+#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; \
+ ry = mat[1] * xx + mat[3] * yy; \
+ (xr) = rx; (yr) = ry; \
+} while (0)
+
+/* Direction and other bitfields */
#define R 0x01
#define U 0x02
#define L 0x04
#define D 0x08
#define LOCKED 0x10
+#define ACTIVE 0x20
+/* Corner flags go in the barriers array */
+#define RU 0x10
+#define UL 0x20
+#define LD 0x40
+#define DR 0x80
/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
#define TILE_BORDER 1
#define WINDOW_OFFSET 16
+#define ROTATE_TIME 0.13F
+#define FLASH_FRAME 0.07F
+
+enum {
+ COL_BACKGROUND,
+ COL_LOCKED,
+ COL_BORDER,
+ COL_WIRE,
+ COL_ENDPOINT,
+ COL_POWERED,
+ COL_BARRIER,
+ NCOLOURS
+};
+
struct game_params {
int width;
int height;
};
struct game_state {
- int width, height, wrapping, completed;
+ int width, height, cx, cy, wrapping, completed, last_rotate_dir;
unsigned char *tiles;
unsigned char *barriers;
};
}
/* ----------------------------------------------------------------------
+ * Manage game parameters.
+ */
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->width = 5;
+ ret->height = 5;
+ ret->wrapping = FALSE;
+ ret->barrier_probability = 0.0;
+
+ return ret;
+}
+
+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))
+ return FALSE;
+
+ ret = snew(game_params);
+ ret->width = values[i].x;
+ ret->height = values[i].y;
+ ret->wrapping = values[i].wrap;
+ ret->barrier_probability = 0.0;
+
+ sprintf(str, "%dx%d%s", ret->width, ret->height,
+ ret->wrapping ? " wrapping" : "");
+
+ *name = dupstr(str);
+ *params = ret;
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static game_params *decode_params(char const *string)
+{
+ game_params *ret = default_params();
+ char const *p = string;
+
+ ret->width = atoi(p);
+ while (*p && isdigit(*p)) p++;
+ if (*p == 'x') {
+ p++;
+ ret->height = atoi(p);
+ while (*p && isdigit(*p)) p++;
+ if ( (ret->wrapping = (*p == 'w')) != 0 )
+ p++;
+ if (*p == 'b')
+ ret->barrier_probability = atof(p+1);
+ } else {
+ ret->height = ret->width;
+ }
+
+ return ret;
+}
+
+static char *encode_params(game_params *params)
+{
+ char ret[400];
+ int len;
+
+ len = sprintf(ret, "%dx%d", params->width, params->height);
+ if (params->wrapping)
+ ret[len++] = 'w';
+ if (params->barrier_probability)
+ len += sprintf(ret+len, "b%g", params->barrier_probability);
+ assert(len < lenof(ret));
+ ret[len] = '\0';
+
+ return dupstr(ret);
+}
+
+static config_item *game_configure(game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(5, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->width);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->height);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Walls wrap around";
+ ret[2].type = C_BOOLEAN;
+ ret[2].sval = NULL;
+ ret[2].ival = params->wrapping;
+
+ ret[3].name = "Barrier probability";
+ ret[3].type = C_STRING;
+ sprintf(buf, "%g", params->barrier_probability);
+ ret[3].sval = dupstr(buf);
+ ret[3].ival = 0;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->width = atoi(cfg[0].sval);
+ ret->height = atoi(cfg[1].sval);
+ ret->wrapping = cfg[2].ival;
+ ret->barrier_probability = (float)atof(cfg[3].sval);
+
+ return ret;
+}
+
+static char *validate_params(game_params *params)
+{
+ 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)
+ return "Barrier probability may not be negative";
+ if (params->barrier_probability > 1)
+ return "Barrier probability may not be greater than 1";
+ return NULL;
+}
+
+/* ----------------------------------------------------------------------
* Randomly select a new game seed.
*/
-char *new_game_seed(game_params *params)
+static char *new_game_seed(game_params *params, random_state *rs)
{
/*
* The full description of a Net game is far too large to
* understand it and do something completely different.)
*/
char buf[40];
- sprintf(buf, "%d", rand());
+ sprintf(buf, "%lu", random_bits(rs, 32));
return dupstr(buf);
}
+static char *validate_seed(game_params *params, char *seed)
+{
+ /*
+ * Since any string at all will suffice to seed the RNG, there
+ * is no validation required.
+ */
+ return NULL;
+}
+
/* ----------------------------------------------------------------------
* Construct an initial game state, given a seed and parameters.
*/
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(game_params *params, char *seed)
{
random_state *rs;
game_state *state;
tree234 *possibilities, *barriers;
int w, h, x, y, nbarriers;
- assert(params->width > 2);
- assert(params->height > 2);
+ assert(params->width > 0 && params->height > 0);
+ assert(params->width > 1 || params->height > 1);
/*
* Create a blank game state.
state = snew(game_state);
w = state->width = params->width;
h = state->height = params->height;
+ state->cx = state->width / 2;
+ state->cy = state->height / 2;
state->wrapping = params->wrapping;
+ state->last_rotate_dir = 0;
state->completed = FALSE;
state->tiles = snewn(state->width * state->height, unsigned char);
memset(state->tiles, 0, state->width * state->height);
barrier(state, x, state->height-1) |= D;
}
for (y = 0; y < state->height; y++) {
- barrier(state, y, 0) |= L;
- barrier(state, y, state->width-1) |= R;
+ barrier(state, 0, y) |= L;
+ barrier(state, state->width-1, y) |= R;
}
}
* closed loops. []
*/
possibilities = newtree234(xyd_cmp);
- add234(possibilities, new_xyd(w/2, h/2, R));
- add234(possibilities, new_xyd(w/2, h/2, U));
- add234(possibilities, new_xyd(w/2, h/2, L));
- add234(possibilities, new_xyd(w/2, h/2, D));
+
+ if (state->cx+1 < state->width)
+ add234(possibilities, new_xyd(state->cx, state->cy, R));
+ if (state->cy-1 >= 0)
+ add234(possibilities, new_xyd(state->cx, state->cy, U));
+ if (state->cx-1 >= 0)
+ add234(possibilities, new_xyd(state->cx, state->cy, L));
+ if (state->cy+1 < state->height)
+ add234(possibilities, new_xyd(state->cx, state->cy, D));
while (count234(possibilities) > 0) {
int i;
* Now compute a list of the possible barrier locations.
*/
barriers = newtree234(xyd_cmp);
- for (y = 0; y < state->height - (!state->wrapping); y++) {
- for (x = 0; x < state->width - (!state->wrapping); x++) {
+ for (y = 0; y < state->height; y++) {
+ for (x = 0; x < state->width; x++) {
- if (!(tile(state, x, y) & R))
+ if (!(tile(state, x, y) & R) &&
+ (state->wrapping || x < state->width-1))
add234(barriers, new_xyd(x, y, R));
- if (!(tile(state, x, y) & D))
+ if (!(tile(state, x, y) & D) &&
+ (state->wrapping || y < state->height-1))
add234(barriers, new_xyd(x, y, D));
}
}
/*
* Now shuffle the grid.
*/
- for (y = 0; y < state->height - (!state->wrapping); y++) {
- for (x = 0; x < state->width - (!state->wrapping); x++) {
+ for (y = 0; y < state->height; y++) {
+ for (x = 0; x < state->width; x++) {
int orig = tile(state, x, y);
int rot = random_upto(rs, 4);
tile(state, x, y) = ROT(orig, rot);
* the original 10 plus 10 more, rather than getting 20 new
* ones and the chance of remembering your first 10.)
*/
- nbarriers = params->barrier_probability * count234(barriers);
+ nbarriers = (int)(params->barrier_probability * count234(barriers));
assert(nbarriers >= 0 && nbarriers <= count234(barriers));
while (nbarriers > 0) {
freetree234(barriers);
}
+ /*
+ * Set up the barrier corner flags, for drawing barriers
+ * prettily when they meet.
+ */
+ for (y = 0; y < state->height; y++) {
+ for (x = 0; x < state->width; x++) {
+ int dir;
+
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ int dir2 = A(dir);
+ int x1, y1, x2, y2, x3, y3;
+ int corner = FALSE;
+
+ if (!(barrier(state, x, y) & dir))
+ continue;
+
+ if (barrier(state, x, y) & dir2)
+ corner = TRUE;
+
+ x1 = x + X(dir), y1 = y + Y(dir);
+ if (x1 >= 0 && x1 < state->width &&
+ y1 >= 0 && y1 < state->height &&
+ (barrier(state, x1, y1) & dir2))
+ corner = TRUE;
+
+ x2 = x + X(dir2), y2 = y + Y(dir2);
+ if (x2 >= 0 && x2 < state->width &&
+ y2 >= 0 && y2 < state->height &&
+ (barrier(state, x2, y2) & dir))
+ corner = TRUE;
+
+ if (corner) {
+ barrier(state, x, y) |= (dir << 4);
+ if (x1 >= 0 && x1 < state->width &&
+ y1 >= 0 && y1 < state->height)
+ barrier(state, x1, y1) |= (A(dir) << 4);
+ if (x2 >= 0 && x2 < state->width &&
+ y2 >= 0 && y2 < state->height)
+ barrier(state, x2, y2) |= (C(dir) << 4);
+ x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
+ if (x3 >= 0 && x3 < state->width &&
+ y3 >= 0 && y3 < state->height)
+ barrier(state, x3, y3) |= (F(dir) << 4);
+ }
+ }
+ }
+ }
+
random_free(rs);
return state;
}
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
{
game_state *ret;
ret = snew(game_state);
ret->width = state->width;
ret->height = state->height;
+ ret->cx = state->cx;
+ ret->cy = state->cy;
ret->wrapping = state->wrapping;
ret->completed = state->completed;
+ ret->last_rotate_dir = state->last_rotate_dir;
ret->tiles = snewn(state->width * state->height, unsigned char);
memcpy(ret->tiles, state->tiles, state->width * state->height);
ret->barriers = snewn(state->width * state->height, unsigned char);
return ret;
}
-void free_game(game_state *state)
+static void free_game(game_state *state)
{
sfree(state->tiles);
sfree(state->barriers);
* xyd_cmp and just store direction 0 every time.
*/
todo = newtree234(xyd_cmp);
- add234(todo, new_xyd(state->width / 2, state->height / 2, 0));
+ index(state, active, state->cx, state->cy) = ACTIVE;
+ add234(todo, new_xyd(state->cx, state->cy, 0));
while ( (xyd = delpos234(todo, 0)) != NULL) {
int x1, y1, d1, x2, y2, d2;
(tile(state, x2, y2) & d2) &&
!(barrier(state, x1, y1) & d1) &&
!index(state, active, x2, y2)) {
- index(state, active, x2, y2) = 1;
+ index(state, active, x2, y2) = ACTIVE;
add234(todo, new_xyd(x2, y2, 0));
}
}
return active;
}
+struct game_ui {
+ int cur_x, cur_y;
+ int cur_visible;
+ random_state *rs; /* used for jumbling */
+};
+
+static game_ui *new_ui(game_state *state)
+{
+ void *seed;
+ int seedsize;
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = state->width / 2;
+ ui->cur_y = state->height / 2;
+ ui->cur_visible = FALSE;
+ get_random_seed(&seed, &seedsize);
+ ui->rs = random_init(seed, seedsize);
+ sfree(seed);
+
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ random_free(ui->rs);
+ sfree(ui);
+}
+
/* ----------------------------------------------------------------------
* Process a move.
*/
-game_state *make_move(game_state *state, int x, int y, int button)
+static game_state *make_move(game_state *state, game_ui *ui,
+ int x, int y, int button)
{
- game_state *ret;
+ game_state *ret, *nullret;
int tx, ty, orig;
- /*
- * All moves in Net are made with the mouse.
- */
- if (button != LEFT_BUTTON &&
- button != MIDDLE_BUTTON &&
- button != RIGHT_BUTTON)
- return NULL;
+ nullret = NULL;
- /*
- * The button must have been clicked on a valid tile.
- */
- x -= WINDOW_OFFSET;
- y -= WINDOW_OFFSET;
- if (x < 0 || y < 0)
- return NULL;
- tx = x / TILE_SIZE;
- ty = y / TILE_SIZE;
- if (tx >= state->width || ty >= state->height)
- return NULL;
- if (tx % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
- ty % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
- return NULL;
+ if (button == LEFT_BUTTON ||
+ button == MIDDLE_BUTTON ||
+ button == RIGHT_BUTTON) {
+
+ if (ui->cur_visible) {
+ ui->cur_visible = FALSE;
+ nullret = state;
+ }
+
+ /*
+ * The button must have been clicked on a valid tile.
+ */
+ x -= WINDOW_OFFSET + TILE_BORDER;
+ y -= WINDOW_OFFSET + TILE_BORDER;
+ if (x < 0 || y < 0)
+ return nullret;
+ tx = x / TILE_SIZE;
+ ty = y / TILE_SIZE;
+ if (tx >= state->width || ty >= state->height)
+ return nullret;
+ if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
+ y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
+ return nullret;
+ } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
+ button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+ if (button == CURSOR_UP && ui->cur_y > 0)
+ ui->cur_y--;
+ else if (button == CURSOR_DOWN && ui->cur_y < state->height-1)
+ ui->cur_y++;
+ else if (button == CURSOR_LEFT && ui->cur_x > 0)
+ ui->cur_x--;
+ else if (button == CURSOR_RIGHT && ui->cur_x < state->width-1)
+ ui->cur_x++;
+ else
+ return nullret; /* no cursor movement */
+ ui->cur_visible = TRUE;
+ return state; /* UI activity has occurred */
+ } else if (button == 'a' || button == 's' || button == 'd' ||
+ button == 'A' || button == 'S' || button == 'D') {
+ tx = ui->cur_x;
+ ty = ui->cur_y;
+ if (button == 'a' || button == 'A')
+ button = LEFT_BUTTON;
+ else if (button == 's' || button == 'S')
+ button = MIDDLE_BUTTON;
+ else if (button == 'd' || button == 'D')
+ button = RIGHT_BUTTON;
+ 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 :( */
+ } else
+ return nullret;
/*
* The middle button locks or unlocks a tile. (A locked tile
* unlocks it.)
*/
if (button == MIDDLE_BUTTON) {
+
ret = dup_game(state);
tile(ret, tx, ty) ^= LOCKED;
+ ret->last_rotate_dir = 0;
return ret;
- }
- /*
- * The left and right buttons have no effect if clicked on a
- * locked tile.
- */
- if (tile(state, tx, ty) & LOCKED)
- return NULL;
-
- /*
- * Otherwise, turn the tile one way or the other. Left button
- * turns anticlockwise; right button turns clockwise.
- */
- ret = dup_game(state);
- orig = tile(ret, tx, ty);
- if (button == LEFT_BUTTON)
- tile(ret, tx, ty) = A(orig);
- else
- tile(ret, tx, ty) = C(orig);
+ } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+
+ /*
+ * The left and right buttons have no effect if clicked on a
+ * locked tile.
+ */
+ if (tile(state, tx, ty) & LOCKED)
+ return nullret;
+
+ /*
+ * Otherwise, turn the tile one way or the other. Left button
+ * turns anticlockwise; right button turns clockwise.
+ */
+ ret = dup_game(state);
+ 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;
+ }
+
+ } else if (button == 'J') {
+
+ /*
+ * Jumble all unlocked tiles to random orientations.
+ */
+ int jx, jy;
+ ret = dup_game(state);
+ for (jy = 0; jy < ret->height; jy++) {
+ for (jx = 0; jx < ret->width; jx++) {
+ if (!(tile(ret, jx, jy) & LOCKED)) {
+ int rot = random_upto(ui->rs, 4);
+ orig = tile(ret, jx, jy);
+ tile(ret, jx, jy) = ROT(orig, rot);
+ }
+ }
+ }
+ ret->last_rotate_dir = 0; /* suppress animation */
+
+ } else assert(0);
/*
* Check whether the game has been completed.
* Routines for drawing the game position on the screen.
*/
-#ifndef TESTMODE /* FIXME: should be #ifdef */
+struct game_drawstate {
+ int started;
+ int width, height;
+ unsigned char *visible;
+};
-int main(void)
+static game_drawstate *game_new_drawstate(game_state *state)
{
- game_params params = { 13, 11, TRUE, 0.1 };
- char *seed;
- game_state *state;
+ game_drawstate *ds = snew(game_drawstate);
+
+ ds->started = FALSE;
+ ds->width = state->width;
+ ds->height = state->height;
+ ds->visible = snewn(state->width * state->height, unsigned char);
+ memset(ds->visible, 0xFF, state->width * state->height);
+
+ return ds;
+}
+
+static void game_free_drawstate(game_drawstate *ds)
+{
+ sfree(ds->visible);
+ sfree(ds);
+}
+
+static void game_size(game_params *params, int *x, int *y)
+{
+ *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
+ *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
+}
+
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+{
+ float *ret;
+
+ ret = snewn(NCOLOURS * 3, float);
+ *ncolours = NCOLOURS;
+
+ /*
+ * Basic background colour is whatever the front end thinks is
+ * a sensible default.
+ */
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ /*
+ * Wires are black.
+ */
+ ret[COL_WIRE * 3 + 0] = 0.0F;
+ ret[COL_WIRE * 3 + 1] = 0.0F;
+ ret[COL_WIRE * 3 + 2] = 0.0F;
+
+ /*
+ * Powered wires and powered endpoints are cyan.
+ */
+ ret[COL_POWERED * 3 + 0] = 0.0F;
+ ret[COL_POWERED * 3 + 1] = 1.0F;
+ ret[COL_POWERED * 3 + 2] = 1.0F;
+
+ /*
+ * Barriers are red.
+ */
+ ret[COL_BARRIER * 3 + 0] = 1.0F;
+ ret[COL_BARRIER * 3 + 1] = 0.0F;
+ ret[COL_BARRIER * 3 + 2] = 0.0F;
+
+ /*
+ * Unpowered endpoints are blue.
+ */
+ ret[COL_ENDPOINT * 3 + 0] = 0.0F;
+ ret[COL_ENDPOINT * 3 + 1] = 0.0F;
+ ret[COL_ENDPOINT * 3 + 2] = 1.0F;
+
+ /*
+ * Tile borders are a darker grey than the background.
+ */
+ ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
+
+ /*
+ * Locked tiles are a grey in between those two.
+ */
+ ret[COL_LOCKED * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_LOCKED * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_LOCKED * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
+
+ return ret;
+}
+
+static void draw_thick_line(frontend *fe, 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);
+}
+
+static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
+ int colour)
+{
+ int mx = (x1 < x2 ? x1 : x2);
+ int my = (y1 < y2 ? y1 : y2);
+ int dx = (x2 + x1 - 2*mx + 1);
+ int dy = (y2 + y1 - 2*my + 1);
+
+ draw_rect(fe, mx, my, dx, dy, colour);
+}
+
+static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
+{
+ int bx = WINDOW_OFFSET + TILE_SIZE * x;
+ int by = WINDOW_OFFSET + TILE_SIZE * y;
+ int x1, y1, dx, dy, dir2;
+
+ dir >>= 4;
+
+ dir2 = A(dir);
+ dx = X(dir) + X(dir2);
+ dy = Y(dir) + Y(dir2);
+ x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
+ y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
+
+ if (phase == 0) {
+ draw_rect_coords(fe, bx+x1, by+y1,
+ bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
+ COL_WIRE);
+ draw_rect_coords(fe, bx+x1, by+y1,
+ bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
+ COL_WIRE);
+ } else {
+ draw_rect_coords(fe, 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)
+{
+ int bx = WINDOW_OFFSET + TILE_SIZE * x;
+ int by = WINDOW_OFFSET + TILE_SIZE * y;
+ int x1, y1, w, h;
+
+ x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
+ y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
+ w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
+ 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);
+ } else {
+ draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
+ }
+}
+
+static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
+ float angle, int cursor)
+{
+ int bx = WINDOW_OFFSET + TILE_SIZE * x;
+ int by = WINDOW_OFFSET + TILE_SIZE * y;
+ float matrix[4];
+ float cx, cy, ex, ey, tx, ty;
+ int dir, col, phase;
+
+ /*
+ * When we draw a single tile, we must draw everything up to
+ * and including the borders around the tile. This means that
+ * if the neighbouring tiles have connections to those borders,
+ * we must draw those connections on the borders themselves.
+ *
+ * This would be terribly fiddly if we ever had to draw a tile
+ * while its neighbour was in mid-rotate, because we'd have to
+ * arrange to _know_ that the neighbour was being rotated and
+ * hence had an anomalous effect on the redraw of this tile.
+ * Fortunately, the drawing algorithm avoids ever calling us in
+ * this circumstance: we're either drawing lots of straight
+ * tiles at game start or after a move is complete, or we're
+ * repeatedly drawing only the rotating tile. So no problem.
+ */
+
+ /*
+ * 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,
+ COL_BORDER);
+ draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
+ TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
+ tile & LOCKED ? COL_LOCKED : COL_BACKGROUND);
+
+ /*
+ * Draw an inset outline rectangle as a cursor, in whichever of
+ * COL_LOCKED and COL_BACKGROUND we aren't currently drawing
+ * in.
+ */
+ if (cursor) {
+ draw_line(fe, 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,
+ 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,
+ 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,
+ bx+TILE_SIZE-TILE_SIZE/8, by+TILE_SIZE-TILE_SIZE/8,
+ tile & LOCKED ? COL_BACKGROUND : COL_LOCKED);
+ }
+
+ /*
+ * Set up the rotation matrix.
+ */
+ matrix[0] = (float)cos(angle * PI / 180.0);
+ matrix[1] = (float)-sin(angle * PI / 180.0);
+ matrix[2] = (float)sin(angle * PI / 180.0);
+ matrix[3] = (float)cos(angle * PI / 180.0);
+
+ /*
+ * Draw the wires.
+ */
+ cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
+ col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ if (tile & dir) {
+ 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,
+ bx+(int)(cx+tx), by+(int)(cy+ty),
+ COL_WIRE);
+ }
+ }
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ if (tile & dir) {
+ 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,
+ bx+(int)(cx+tx), by+(int)(cy+ty), col);
+ }
+ }
+
+ /*
+ * Draw the box in the middle. We do this in blue if the tile
+ * is an unpowered endpoint, in cyan if the tile is a powered
+ * endpoint, in black if the tile is the centrepiece, and
+ * otherwise not at all.
+ */
+ col = -1;
+ if (x == state->cx && y == state->cy)
+ col = COL_WIRE;
+ else if (COUNT(tile) == 1) {
+ col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
+ }
+ if (col >= 0) {
+ int i, points[8];
+
+ points[0] = +1; points[1] = +1;
+ points[2] = +1; points[3] = -1;
+ points[4] = -1; points[5] = -1;
+ points[6] = -1; points[7] = +1;
+
+ for (i = 0; i < 8; i += 2) {
+ ex = (TILE_SIZE * 0.24F) * points[i];
+ ey = (TILE_SIZE * 0.24F) * points[i+1];
+ MATMUL(tx, ty, matrix, ex, ey);
+ points[i] = bx+(int)(cx+tx);
+ points[i+1] = by+(int)(cy+ty);
+ }
+
+ draw_polygon(fe, points, 4, TRUE, col);
+ draw_polygon(fe, points, 4, FALSE, COL_WIRE);
+ }
+
+ /*
+ * Draw the points on the border if other tiles are connected
+ * to us.
+ */
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
+
+ dx = X(dir);
+ dy = Y(dir);
+
+ ox = x + dx;
+ oy = y + dy;
+
+ if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
+ continue;
+
+ if (!(tile(state, ox, oy) & F(dir)))
+ continue;
+
+ px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
+ py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
+ lx = dx * (TILE_BORDER-1);
+ ly = dy * (TILE_BORDER-1);
+ vx = (dy ? 1 : 0);
+ vy = (dx ? 1 : 0);
+
+ if (angle == 0.0 && (tile & dir)) {
+ /*
+ * If we are fully connected to the other tile, we must
+ * draw right across the tile border. (We can use our
+ * own ACTIVE state to determine what colour to do this
+ * 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,
+ (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
+ } else {
+ /*
+ * The other tile extends into our border, but isn't
+ * actually connected to us. Just draw a single black
+ * dot.
+ */
+ draw_rect_coords(fe, px, py, px, py, COL_WIRE);
+ }
+ }
+
+ /*
+ * Draw barrier corners, and then barriers.
+ */
+ for (phase = 0; phase < 2; phase++) {
+ for (dir = 1; dir < 0x10; dir <<= 1)
+ if (barrier(state, x, y) & (dir << 4))
+ draw_barrier_corner(fe, x, y, dir << 4, phase);
+ for (dir = 1; dir < 0x10; dir <<= 1)
+ if (barrier(state, x, y) & dir)
+ draw_barrier(fe, x, y, dir, phase);
+ }
+
+ draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
+}
+
+static void game_redraw(frontend *fe, 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;
unsigned char *active;
+ float angle = 0.0;
- seed = "123";
- state = new_game(¶ms, seed);
+ /*
+ * Clear the screen and draw the exterior barrier lines if this
+ * is our first call.
+ */
+ if (!ds->started) {
+ int phase;
+
+ ds->started = TRUE;
+
+ draw_rect(fe, 0, 0,
+ WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
+ WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
+ COL_BACKGROUND);
+ draw_update(fe, 0, 0,
+ WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
+ WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
+
+ for (phase = 0; phase < 2; phase++) {
+
+ for (x = 0; x < ds->width; x++) {
+ if (barrier(state, x, 0) & UL)
+ draw_barrier_corner(fe, x, -1, LD, phase);
+ if (barrier(state, x, 0) & RU)
+ draw_barrier_corner(fe, x, -1, DR, phase);
+ if (barrier(state, x, 0) & U)
+ draw_barrier(fe, x, -1, D, phase);
+ if (barrier(state, x, ds->height-1) & DR)
+ draw_barrier_corner(fe, x, ds->height, RU, phase);
+ if (barrier(state, x, ds->height-1) & LD)
+ draw_barrier_corner(fe, x, ds->height, UL, phase);
+ if (barrier(state, x, ds->height-1) & D)
+ draw_barrier(fe, x, ds->height, U, phase);
+ }
+
+ for (y = 0; y < ds->height; y++) {
+ if (barrier(state, 0, y) & UL)
+ draw_barrier_corner(fe, -1, y, RU, phase);
+ if (barrier(state, 0, y) & LD)
+ draw_barrier_corner(fe, -1, y, DR, phase);
+ if (barrier(state, 0, y) & L)
+ draw_barrier(fe, -1, y, R, phase);
+ if (barrier(state, ds->width-1, y) & RU)
+ draw_barrier_corner(fe, ds->width, y, UL, phase);
+ if (barrier(state, ds->width-1, y) & DR)
+ draw_barrier_corner(fe, ds->width, y, LD, phase);
+ if (barrier(state, ds->width-1, y) & R)
+ draw_barrier(fe, ds->width, y, L, phase);
+ }
+ }
+ }
+
+ tx = ty = -1;
+ last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
+ state->last_rotate_dir;
+ if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) {
+ /*
+ * We're animating a single tile rotation. Find the turning tile,
+ * if any.
+ */
+ for (x = 0; x < oldstate->width; x++)
+ for (y = 0; y < oldstate->height; y++)
+ if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) {
+ tx = x, ty = y;
+ goto break_label; /* leave both loops at once */
+ }
+ break_label:
+
+ if (tx >= 0) {
+ angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME);
+ state = oldstate;
+ }
+ }
+
+ frame = -1;
+ if (ft > 0) {
+ /*
+ * We're animating a completion flash. Find which frame
+ * we're at.
+ */
+ frame = (int)(ft / FLASH_FRAME);
+ }
+
+ /*
+ * Draw any tile which differs from the way it was last drawn.
+ */
active = compute_active(state);
+ for (x = 0; x < ds->width; x++)
+ for (y = 0; y < ds->height; y++) {
+ unsigned char c = tile(state, x, y) | index(state, active, x, y);
+
+ /*
+ * In a completion flash, we adjust the LOCKED bit
+ * depending on our distance from the centre point and
+ * the frame number.
+ */
+ if (frame >= 0) {
+ int xdist, ydist, dist;
+ xdist = (x < state->cx ? state->cx - x : x - state->cx);
+ ydist = (y < state->cy ? state->cy - y : y - state->cy);
+ dist = (xdist > ydist ? xdist : ydist);
+
+ if (frame >= dist && frame < dist+4) {
+ int lock = (frame - dist) & 1;
+ lock = lock ? LOCKED : 0;
+ c = (c &~ LOCKED) | lock;
+ }
+ }
+
+ if (index(state, ds->visible, x, y) != c ||
+ index(state, ds->visible, x, y) == 0xFF ||
+ (x == tx && y == ty) ||
+ (ui->cur_visible && x == ui->cur_x && y == ui->cur_y)) {
+ draw_tile(fe, state, x, y, c,
+ (x == tx && y == ty ? angle : 0.0F),
+ (ui->cur_visible && x == ui->cur_x && y == ui->cur_y));
+ if ((x == tx && y == ty) ||
+ (ui->cur_visible && x == ui->cur_x && y == ui->cur_y))
+ index(state, ds->visible, x, y) = 0xFF;
+ else
+ index(state, ds->visible, x, y) = c;
+ }
+ }
+
+ /*
+ * Update the status bar.
+ */
{
- int x, y;
+ char statusbuf[256];
+ int i, n, a;
- printf("\033)0\016");
- for (y = 0; y < state->height; y++) {
- for (x = 0; x < state->width; x++) {
- if (index(state, active, x, y))
- printf("\033[1;32m");
- else
- printf("\033[0;31m");
- putchar("~``m`qjv`lxtkwua"[tile(state, x, y)]);
- }
- printf("\033[m\n");
- }
- printf("\017");
+ n = state->width * state->height;
+ for (i = a = 0; i < n; i++)
+ if (active[i])
+ a++;
+
+ sprintf(statusbuf, "%sActive: %d/%d",
+ (state->completed ? "COMPLETED! " : ""), a, n);
+
+ status_bar(fe, statusbuf);
}
- free_game(state);
+ sfree(active);
+}
- return 0;
+static float game_anim_length(game_state *oldstate,
+ game_state *newstate, int dir)
+{
+ int x, y, last_rotate_dir;
+
+ /*
+ * Don't animate if last_rotate_dir is zero.
+ */
+ last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
+ newstate->last_rotate_dir;
+ if (last_rotate_dir) {
+
+ /*
+ * If there's a tile which has been rotated, allow time to
+ * animate its rotation.
+ */
+ for (x = 0; x < oldstate->width; x++)
+ for (y = 0; y < oldstate->height; y++)
+ if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
+ return ROTATE_TIME;
+ }
+
+ }
+
+ return 0.0F;
}
+static float game_flash_length(game_state *oldstate,
+ game_state *newstate, int dir)
+{
+ /*
+ * If the game has just been completed, we display a completion
+ * flash.
+ */
+ if (!oldstate->completed && newstate->completed) {
+ int size;
+ size = 0;
+ if (size < newstate->cx+1)
+ size = newstate->cx+1;
+ if (size < newstate->cy+1)
+ size = newstate->cy+1;
+ if (size < newstate->width - newstate->cx)
+ size = newstate->width - newstate->cx;
+ if (size < newstate->height - newstate->cy)
+ size = newstate->height - newstate->cy;
+ return FLASH_FRAME * (size+4);
+ }
+
+ return 0.0F;
+}
+
+static int game_wants_statusbar(void)
+{
+ return TRUE;
+}
+
+#ifdef COMBINED
+#define thegame net
#endif
+
+const struct game thegame = {
+ "Net", "games.net", TRUE,
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ game_configure,
+ custom_params,
+ validate_params,
+ new_game_seed,
+ validate_seed,
+ new_game,
+ dup_game,
+ free_game,
+ new_ui,
+ free_ui,
+ make_move,
+ game_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_wants_statusbar,
+};