#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) )
* 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;
}
/*
* 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, 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, 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, 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, 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, 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);
+ }
+ 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);
+ }
+ 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);
+ }
}
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, -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);
+ }
+ 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);
+ }
+ 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);
+ }
}
}
}
}
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