#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 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 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
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" : "");
static char *validate_params(game_params *params)
{
- 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)
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)
+ game_aux_info **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
* 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_data *me, game_params *params, char *desc)
{
game_state *state;
int w, h, x, y;
state->wrapping = TRUE;
}
- /*
- * 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;
-
- OFFSET(x1, y1, x, y, dir, state);
- if (barrier(state, x1, y1) & dir2)
- corner = TRUE;
-
- OFFSET(x2, y2, x, y, dir2, state);
- if (barrier(state, x2, y2) & dir)
- corner = TRUE;
-
- if (corner) {
- barrier(state, x, y) |= (dir << 4);
- barrier(state, x1, y1) |= (A(dir) << 4);
- barrier(state, x2, y2) |= (C(dir) << 4);
- OFFSET(x3, y3, x1, y1, dir2, state);
- barrier(state, x3, y3) |= (F(dir) << 4);
- }
- }
- }
- }
-
return state;
}
sfree(ui);
}
+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)
-{
+ game_drawstate *ds, int x, int y, int button) {
game_state *ret, *nullret;
int tx, ty, orig;
int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
}
return state; /* UI activity has occurred */
} else if (button == 'a' || button == 's' || button == 'd' ||
- button == 'A' || button == 'S' || button == 'D') {
+ button == 'A' || button == 'S' || button == 'D' ||
+ button == CURSOR_SELECT) {
tx = ui->cur_x;
ty = ui->cur_y;
- if (button == 'a' || button == 'A')
+ if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
button = LEFT_BUTTON;
else if (button == 's' || button == 'S')
button = MIDDLE_BUTTON;
ret->last_rotate_dir = 0; /* suppress animation */
ret->last_rotate_x = ret->last_rotate_y = 0;
- } else assert(0);
+ } else {
+ ret = NULL; /* placate optimisers which don't understand assert(0) */
+ assert(0);
+ }
/*
* Check whether the game has been completed.
* 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)
{
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;
sfree(ds);
}
-static void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
+ int expand)
{
+ int tsx, tsy, ts;
+ /*
+ * Each window dimension equals the tile size times the grid
+ * dimension, plus TILE_BORDER, plus twice WINDOW_OFFSET.
+ */
+ tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / params->width;
+ tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / params->height;
+ ts = min(tsx, tsy);
+
+ if (expand)
+ ds->tilesize = ts;
+ else
+ ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
*x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
*y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
}
/*
* draw_barrier_corner() and draw_barrier() are passed physical coords
*/
-static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase,
- int barrier)
+static void draw_barrier_corner(frontend *fe, 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;
- int x1, y1, dx, dy, dir2;
-
- dir >>= 4;
+ int x1, y1;
- 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,
+ draw_rect_coords(fe, bx+x1+dx, by+y1,
bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
- barrier ? COL_WIRE : COL_BACKGROUND);
- draw_rect_coords(fe, bx+x1, by+y1,
+ COL_WIRE);
+ draw_rect_coords(fe, bx+x1, by+y1+dy,
bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
- barrier ? COL_WIRE : COL_BACKGROUND);
+ COL_WIRE);
} else {
draw_rect_coords(fe, bx+x1, by+y1,
bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
- barrier ? COL_BARRIER : COL_BORDER);
+ COL_BARRIER);
}
}
-static void draw_barrier(frontend *fe, int x, int y, int dir, int phase,
- int barrier)
+static void draw_barrier(frontend *fe, 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,
- barrier ? COL_WIRE : COL_BACKGROUND);
+ 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,
- barrier ? COL_BARRIER : COL_BORDER);
+ draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
}
}
* 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.
*/
+ clip(fe, 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
* Draw barrier corners, and then barriers.
*/
for (phase = 0; phase < 2; phase++) {
- for (dir = 1; dir < 0x10; dir <<= 1)
- if (barrier(state, GX(x), GY(y)) & (dir << 4))
- draw_barrier_corner(fe, x, y, dir << 4, phase, TRUE);
+ for (dir = 1; dir < 0x10; dir <<= 1) {
+ int x1, y1, corner = FALSE;
+ /*
+ * If at least one barrier terminates at the corner
+ * between dir and A(dir), draw a barrier corner.
+ */
+ if (barrier(state, GX(x), GY(y)) & (dir | A(dir))) {
+ corner = TRUE;
+ } else {
+ /*
+ * Only count barriers terminating at this corner
+ * if they're physically next to the corner. (That
+ * is, if they've wrapped round from the far side
+ * of the screen, they don't count.)
+ */
+ x1 = x + X(dir);
+ y1 = y + Y(dir);
+ if (x1 >= 0 && x1 < state->width &&
+ y1 >= 0 && y1 < state->height &&
+ (barrier(state, GX(x1), GY(y1)) & A(dir))) {
+ corner = TRUE;
+ } else {
+ x1 = x + X(A(dir));
+ y1 = y + Y(A(dir));
+ if (x1 >= 0 && x1 < state->width &&
+ y1 >= 0 && y1 < state->height &&
+ (barrier(state, GX(x1), GY(y1)) & dir))
+ corner = TRUE;
+ }
+ }
+
+ if (corner) {
+ /*
+ * At least one barrier terminates here. Draw a
+ * corner.
+ */
+ draw_barrier_corner(fe, 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, TRUE);
+ draw_barrier(fe, ds, x, y, dir, phase);
}
+ unclip(fe);
+
draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
}
float angle = 0.0;
/*
- * Clear the screen if this is our first call.
+ * Clear the screen, and draw the exterior barrier lines, if
+ * this is our first call or if the origin has changed.
*/
- if (!ds->started) {
+ if (!ds->started || ui->org_x != ds->org_x || ui->org_y != ds->org_y) {
+ int phase;
+
ds->started = TRUE;
draw_rect(fe, 0, 0,
WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
COL_BACKGROUND);
- }
-
- /*
- * If the origin has changed, we need to redraw the exterior
- * barrier lines.
- */
- if (ui->org_x != ds->org_x || ui->org_y != ds->org_y) {
- int phase;
-
ds->org_x = ui->org_x;
ds->org_y = ui->org_y;
moved_origin = TRUE;
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++) {
- int ub = barrier(state, GX(x), GY(0));
- int db = barrier(state, GX(x), GY(ds->height-1));
- draw_barrier_corner(fe, x, -1, LD, phase, ub & UL);
- draw_barrier_corner(fe, x, -1, DR, phase, ub & RU);
- draw_barrier(fe, x, -1, D, phase, ub & U);
- draw_barrier_corner(fe, x, ds->height, RU, phase, db & DR);
- draw_barrier_corner(fe, x, ds->height, UL, phase, db & LD);
- draw_barrier(fe, x, ds->height, U, phase, db & D);
+ if (x+1 < ds->width) {
+ if (barrier(state, GX(x), GY(0)) & R)
+ draw_barrier_corner(fe, 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);
+ }
+ 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);
+ }
+ 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);
+ }
}
for (y = 0; y < ds->height; y++) {
- int lb = barrier(state, GX(0), GY(y));
- int rb = barrier(state, GX(ds->width-1), GY(y));
- draw_barrier_corner(fe, -1, y, RU, phase, lb & UL);
- draw_barrier_corner(fe, -1, y, DR, phase, lb & LD);
- draw_barrier(fe, -1, y, R, phase, lb & L);
- draw_barrier_corner(fe, ds->width, y, UL, phase, rb & RU);
- draw_barrier_corner(fe, ds->width, y, LD, phase, rb & DR);
- draw_barrier(fe, ds->width, y, L, phase, rb & R);
+ if (y+1 < ds->height) {
+ if (barrier(state, GX(0), GY(y)) & D)
+ draw_barrier_corner(fe, 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);
+ }
+ 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);
+ }
+ 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);
+ }
}
}
}
}
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)
+{
+ return TRUE;
+}
+
#ifdef COMBINED
#define thegame net
#endif
FALSE, game_text_format,
new_ui,
free_ui,
+ game_changed_state,
make_move,
game_size,
game_colours,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};