2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
16 #define MATMUL(xr,yr,m,x,y) do { \
17 float rx, ry, xx = (x), yy = (y), *mat = (m); \
18 rx = mat[0] * xx + mat[2] * yy; \
19 ry = mat[1] * xx + mat[3] * yy; \
20 (xr) = rx; (yr) = ry; \
23 /* Direction and other bitfields */
30 /* Corner flags go in the barriers array */
36 /* Get tile at given coordinate */
37 #define T(state, x, y) ( (y) * (state)->width + (x) )
39 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
40 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
41 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
42 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
43 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
44 ((n)&3) == 1 ? A(x) : \
45 ((n)&3) == 2 ? F(x) : C(x) )
47 /* X and Y displacements */
48 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
49 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
52 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
53 (((x) & 0x02) >> 1) + ((x) & 0x01) )
55 #define PREFERRED_TILE_SIZE 48
56 #define TILE_SIZE (ds->tilesize)
57 #define BORDER TILE_SIZE
59 #define WINDOW_OFFSET 0
61 #define ANIM_TIME 0.13F
62 #define FLASH_FRAME 0.07F
81 float barrier_probability
;
86 int width
, height
, cx
, cy
, wrapping
, completed
;
88 int move_count
, movetarget
;
90 /* position (row or col number, starting at 0) of last move. */
91 int last_move_row
, last_move_col
;
93 /* direction of last move: +1 or -1 */
97 unsigned char *barriers
;
100 #define OFFSET(x2,y2,x1,y1,dir,state) \
101 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
102 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
104 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
105 #define tile(state, x, y) index(state, (state)->tiles, x, y)
106 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
112 static int xyd_cmp(void *av
, void *bv
) {
113 struct xyd
*a
= (struct xyd
*)av
;
114 struct xyd
*b
= (struct xyd
*)bv
;
123 if (a
->direction
< b
->direction
)
125 if (a
->direction
> b
->direction
)
130 static struct xyd
*new_xyd(int x
, int y
, int direction
)
132 struct xyd
*xyd
= snew(struct xyd
);
135 xyd
->direction
= direction
;
139 static void slide_col(game_state
*state
, int dir
, int col
);
140 static void slide_col_int(int w
, int h
, unsigned char *tiles
, int dir
, int col
);
141 static void slide_row(game_state
*state
, int dir
, int row
);
142 static void slide_row_int(int w
, int h
, unsigned char *tiles
, int dir
, int row
);
144 /* ----------------------------------------------------------------------
145 * Manage game parameters.
147 static game_params
*default_params(void)
149 game_params
*ret
= snew(game_params
);
153 ret
->wrapping
= FALSE
;
154 ret
->barrier_probability
= 1.0;
160 static const struct { int x
, y
, wrap
, bprob
; const char* desc
; }
161 netslide_presets
[] = {
162 {3, 3, FALSE
, 1, " easy"},
163 {3, 3, FALSE
, 0, " medium"},
164 {3, 3, TRUE
, 0, " hard"},
165 {4, 4, FALSE
, 1, " easy"},
166 {4, 4, FALSE
, 0, " medium"},
167 {4, 4, TRUE
, 0, " hard"},
168 {5, 5, FALSE
, 1, " easy"},
169 {5, 5, FALSE
, 0, " medium"},
170 {5, 5, TRUE
, 0, " hard"},
173 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
178 if (i
< 0 || i
>= lenof(netslide_presets
))
181 ret
= snew(game_params
);
182 ret
->width
= netslide_presets
[i
].x
;
183 ret
->height
= netslide_presets
[i
].y
;
184 ret
->wrapping
= netslide_presets
[i
].wrap
;
185 ret
->barrier_probability
= (float)netslide_presets
[i
].bprob
;
188 sprintf(str
, "%dx%d%s", ret
->width
, ret
->height
, netslide_presets
[i
].desc
);
195 static void free_params(game_params
*params
)
200 static game_params
*dup_params(game_params
*params
)
202 game_params
*ret
= snew(game_params
);
203 *ret
= *params
; /* structure copy */
207 static void decode_params(game_params
*ret
, char const *string
)
209 char const *p
= string
;
211 ret
->wrapping
= FALSE
;
212 ret
->barrier_probability
= 0.0;
215 ret
->width
= atoi(p
);
216 while (*p
&& isdigit((unsigned char)*p
)) p
++;
219 ret
->height
= atoi(p
);
220 while (*p
&& isdigit((unsigned char)*p
)) p
++;
221 if ( (ret
->wrapping
= (*p
== 'w')) != 0 )
224 ret
->barrier_probability
= (float)atof(++p
);
225 while (*p
&& (isdigit((unsigned char)*p
) || *p
== '.')) p
++;
228 ret
->movetarget
= atoi(++p
);
231 ret
->height
= ret
->width
;
235 static char *encode_params(game_params
*params
, int full
)
240 len
= sprintf(ret
, "%dx%d", params
->width
, params
->height
);
241 if (params
->wrapping
)
243 if (full
&& params
->barrier_probability
)
244 len
+= sprintf(ret
+len
, "b%g", params
->barrier_probability
);
245 /* Shuffle limit is part of the limited parameters, because we have to
246 * provide the target move count. */
247 if (params
->movetarget
)
248 len
+= sprintf(ret
+len
, "m%d", params
->movetarget
);
249 assert(len
< lenof(ret
));
255 static config_item
*game_configure(game_params
*params
)
260 ret
= snewn(6, config_item
);
262 ret
[0].name
= "Width";
263 ret
[0].type
= C_STRING
;
264 sprintf(buf
, "%d", params
->width
);
265 ret
[0].sval
= dupstr(buf
);
268 ret
[1].name
= "Height";
269 ret
[1].type
= C_STRING
;
270 sprintf(buf
, "%d", params
->height
);
271 ret
[1].sval
= dupstr(buf
);
274 ret
[2].name
= "Walls wrap around";
275 ret
[2].type
= C_BOOLEAN
;
277 ret
[2].ival
= params
->wrapping
;
279 ret
[3].name
= "Barrier probability";
280 ret
[3].type
= C_STRING
;
281 sprintf(buf
, "%g", params
->barrier_probability
);
282 ret
[3].sval
= dupstr(buf
);
285 ret
[4].name
= "Number of shuffling moves";
286 ret
[4].type
= C_STRING
;
287 sprintf(buf
, "%d", params
->movetarget
);
288 ret
[4].sval
= dupstr(buf
);
299 static game_params
*custom_params(config_item
*cfg
)
301 game_params
*ret
= snew(game_params
);
303 ret
->width
= atoi(cfg
[0].sval
);
304 ret
->height
= atoi(cfg
[1].sval
);
305 ret
->wrapping
= cfg
[2].ival
;
306 ret
->barrier_probability
= (float)atof(cfg
[3].sval
);
307 ret
->movetarget
= atoi(cfg
[4].sval
);
312 static char *validate_params(game_params
*params
, int full
)
314 if (params
->width
<= 1 || params
->height
<= 1)
315 return "Width and height must both be greater than one";
316 if (params
->barrier_probability
< 0)
317 return "Barrier probability may not be negative";
318 if (params
->barrier_probability
> 1)
319 return "Barrier probability may not be greater than 1";
323 /* ----------------------------------------------------------------------
324 * Randomly select a new game description.
327 static char *new_game_desc(game_params
*params
, random_state
*rs
,
328 char **aux
, int interactive
)
330 tree234
*possibilities
, *barriertree
;
331 int w
, h
, x
, y
, cx
, cy
, nbarriers
;
332 unsigned char *tiles
, *barriers
;
338 tiles
= snewn(w
* h
, unsigned char);
339 memset(tiles
, 0, w
* h
);
340 barriers
= snewn(w
* h
, unsigned char);
341 memset(barriers
, 0, w
* h
);
347 * Construct the unshuffled grid.
349 * To do this, we simply start at the centre point, repeatedly
350 * choose a random possibility out of the available ways to
351 * extend a used square into an unused one, and do it. After
352 * extending the third line out of a square, we remove the
353 * fourth from the possibilities list to avoid any full-cross
354 * squares (which would make the game too easy because they
355 * only have one orientation).
357 * The slightly worrying thing is the avoidance of full-cross
358 * squares. Can this cause our unsophisticated construction
359 * algorithm to paint itself into a corner, by getting into a
360 * situation where there are some unreached squares and the
361 * only way to reach any of them is to extend a T-piece into a
364 * Answer: no it can't, and here's a proof.
366 * Any contiguous group of such unreachable squares must be
367 * surrounded on _all_ sides by T-pieces pointing away from the
368 * group. (If not, then there is a square which can be extended
369 * into one of the `unreachable' ones, and so it wasn't
370 * unreachable after all.) In particular, this implies that
371 * each contiguous group of unreachable squares must be
372 * rectangular in shape (any deviation from that yields a
373 * non-T-piece next to an `unreachable' square).
375 * So we have a rectangle of unreachable squares, with T-pieces
376 * forming a solid border around the rectangle. The corners of
377 * that border must be connected (since every tile connects all
378 * the lines arriving in it), and therefore the border must
379 * form a closed loop around the rectangle.
381 * But this can't have happened in the first place, since we
382 * _know_ we've avoided creating closed loops! Hence, no such
383 * situation can ever arise, and the naive grid construction
384 * algorithm will guaranteeably result in a complete grid
385 * containing no unreached squares, no full crosses _and_ no
388 possibilities
= newtree234(xyd_cmp
);
391 add234(possibilities
, new_xyd(cx
, cy
, R
));
393 add234(possibilities
, new_xyd(cx
, cy
, U
));
395 add234(possibilities
, new_xyd(cx
, cy
, L
));
397 add234(possibilities
, new_xyd(cx
, cy
, D
));
399 while (count234(possibilities
) > 0) {
402 int x1
, y1
, d1
, x2
, y2
, d2
, d
;
405 * Extract a randomly chosen possibility from the list.
407 i
= random_upto(rs
, count234(possibilities
));
408 xyd
= delpos234(possibilities
, i
);
414 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
416 #ifdef GENERATION_DIAGNOSTICS
417 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
418 x1
, y1
, "0RU3L567D9abcdef"[d1
], x2
, y2
, "0RU3L567D9abcdef"[d2
]);
422 * Make the connection. (We should be moving to an as yet
425 index(params
, tiles
, x1
, y1
) |= d1
;
426 assert(index(params
, tiles
, x2
, y2
) == 0);
427 index(params
, tiles
, x2
, y2
) |= d2
;
430 * If we have created a T-piece, remove its last
433 if (COUNT(index(params
, tiles
, x1
, y1
)) == 3) {
434 struct xyd xyd1
, *xydp
;
438 xyd1
.direction
= 0x0F ^ index(params
, tiles
, x1
, y1
);
440 xydp
= find234(possibilities
, &xyd1
, NULL
);
443 #ifdef GENERATION_DIAGNOSTICS
444 printf("T-piece; removing (%d,%d,%c)\n",
445 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
447 del234(possibilities
, xydp
);
453 * Remove all other possibilities that were pointing at the
454 * tile we've just moved into.
456 for (d
= 1; d
< 0x10; d
<<= 1) {
458 struct xyd xyd1
, *xydp
;
460 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
467 xydp
= find234(possibilities
, &xyd1
, NULL
);
470 #ifdef GENERATION_DIAGNOSTICS
471 printf("Loop avoidance; removing (%d,%d,%c)\n",
472 xydp
->x
, xydp
->y
, "0RU3L567D9abcdef"[xydp
->direction
]);
474 del234(possibilities
, xydp
);
480 * Add new possibilities to the list for moving _out_ of
481 * the tile we have just moved into.
483 for (d
= 1; d
< 0x10; d
<<= 1) {
487 continue; /* we've got this one already */
489 if (!params
->wrapping
) {
490 if (d
== U
&& y2
== 0)
492 if (d
== D
&& y2
== h
-1)
494 if (d
== L
&& x2
== 0)
496 if (d
== R
&& x2
== w
-1)
500 OFFSET(x3
, y3
, x2
, y2
, d
, params
);
502 if (index(params
, tiles
, x3
, y3
))
503 continue; /* this would create a loop */
505 #ifdef GENERATION_DIAGNOSTICS
506 printf("New frontier; adding (%d,%d,%c)\n",
507 x2
, y2
, "0RU3L567D9abcdef"[d
]);
509 add234(possibilities
, new_xyd(x2
, y2
, d
));
512 /* Having done that, we should have no possibilities remaining. */
513 assert(count234(possibilities
) == 0);
514 freetree234(possibilities
);
517 * Now compute a list of the possible barrier locations.
519 barriertree
= newtree234(xyd_cmp
);
520 for (y
= 0; y
< h
; y
++) {
521 for (x
= 0; x
< w
; x
++) {
523 if (!(index(params
, tiles
, x
, y
) & R
) &&
524 (params
->wrapping
|| x
< w
-1))
525 add234(barriertree
, new_xyd(x
, y
, R
));
526 if (!(index(params
, tiles
, x
, y
) & D
) &&
527 (params
->wrapping
|| y
< h
-1))
528 add234(barriertree
, new_xyd(x
, y
, D
));
533 * Save the unshuffled grid in aux.
540 * String format is exactly the same as a solve move, so we
541 * can just dupstr this in solve_game().
544 solution
= snewn(w
* h
+ 2, char);
546 for (i
= 0; i
< w
* h
; i
++)
547 solution
[i
+1] = "0123456789abcdef"[tiles
[i
] & 0xF];
548 solution
[w
*h
+1] = '\0';
554 * Now shuffle the grid.
555 * FIXME - this simply does a set of random moves to shuffle the pieces,
556 * although we make a token effort to avoid boring cases by avoiding moves
557 * that directly undo the previous one, or that repeat so often as to
558 * turn into fewer moves.
560 * A better way would be to number all the pieces, generate a placement
561 * for all the numbers as for "sixteen", observing parity constraints if
562 * neccessary, and then place the pieces according to their numbering.
563 * BUT - I'm not sure if this will work, since we disallow movement of
564 * the middle row and column.
570 int moves
= params
->movetarget
;
571 int prevdir
= -1, prevrowcol
= -1, nrepeats
= 0;
572 if (!moves
) moves
= cols
* rows
* 2;
573 for (i
= 0; i
< moves
; /* incremented conditionally */) {
574 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
575 int dir
= random_upto(rs
, 4);
578 int col
= random_upto(rs
, cols
);
579 if (col
>= cx
) col
+= 1; /* avoid centre */
580 if (col
== prevrowcol
) {
581 if (dir
== 2-prevdir
)
582 continue; /* undoes last move */
583 else if (dir
== prevdir
&& (nrepeats
+1)*2 > h
)
584 continue; /* makes fewer moves */
586 slide_col_int(w
, h
, tiles
, 1 - dir
, col
);
589 int row
= random_upto(rs
, rows
);
590 if (row
>= cy
) row
+= 1; /* avoid centre */
591 if (row
== prevrowcol
) {
592 if (dir
== 4-prevdir
)
593 continue; /* undoes last move */
594 else if (dir
== prevdir
&& (nrepeats
+1)*2 > w
)
595 continue; /* makes fewer moves */
597 slide_row_int(w
, h
, tiles
, 2 - dir
, row
);
600 if (dir
== prevdir
&& rowcol
== prevrowcol
)
606 i
++; /* if we got here, the move was accepted */
611 * And now choose barrier locations. (We carefully do this
612 * _after_ shuffling, so that changing the barrier rate in the
613 * params while keeping the random seed the same will give the
614 * same shuffled grid and _only_ change the barrier locations.
615 * Also the way we choose barrier locations, by repeatedly
616 * choosing one possibility from the list until we have enough,
617 * is designed to ensure that raising the barrier rate while
618 * keeping the seed the same will provide a superset of the
619 * previous barrier set - i.e. if you ask for 10 barriers, and
620 * then decide that's still too hard and ask for 20, you'll get
621 * the original 10 plus 10 more, rather than getting 20 new
622 * ones and the chance of remembering your first 10.)
624 nbarriers
= (int)(params
->barrier_probability
* count234(barriertree
));
625 assert(nbarriers
>= 0 && nbarriers
<= count234(barriertree
));
627 while (nbarriers
> 0) {
630 int x1
, y1
, d1
, x2
, y2
, d2
;
633 * Extract a randomly chosen barrier from the list.
635 i
= random_upto(rs
, count234(barriertree
));
636 xyd
= delpos234(barriertree
, i
);
645 OFFSET(x2
, y2
, x1
, y1
, d1
, params
);
648 index(params
, barriers
, x1
, y1
) |= d1
;
649 index(params
, barriers
, x2
, y2
) |= d2
;
655 * Clean up the rest of the barrier list.
660 while ( (xyd
= delpos234(barriertree
, 0)) != NULL
)
663 freetree234(barriertree
);
667 * Finally, encode the grid into a string game description.
669 * My syntax is extremely simple: each square is encoded as a
670 * hex digit in which bit 0 means a connection on the right,
671 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
672 * encoding as used internally). Each digit is followed by
673 * optional barrier indicators: `v' means a vertical barrier to
674 * the right of it, and `h' means a horizontal barrier below
677 desc
= snewn(w
* h
* 3 + 1, char);
679 for (y
= 0; y
< h
; y
++) {
680 for (x
= 0; x
< w
; x
++) {
681 *p
++ = "0123456789abcdef"[index(params
, tiles
, x
, y
)];
682 if ((params
->wrapping
|| x
< w
-1) &&
683 (index(params
, barriers
, x
, y
) & R
))
685 if ((params
->wrapping
|| y
< h
-1) &&
686 (index(params
, barriers
, x
, y
) & D
))
690 assert(p
- desc
<= w
*h
*3);
699 static char *validate_desc(game_params
*params
, char *desc
)
701 int w
= params
->width
, h
= params
->height
;
704 for (i
= 0; i
< w
*h
; i
++) {
705 if (*desc
>= '0' && *desc
<= '9')
707 else if (*desc
>= 'a' && *desc
<= 'f')
709 else if (*desc
>= 'A' && *desc
<= 'F')
712 return "Game description shorter than expected";
714 return "Game description contained unexpected character";
716 while (*desc
== 'h' || *desc
== 'v')
720 return "Game description longer than expected";
725 /* ----------------------------------------------------------------------
726 * Construct an initial game state, given a description and parameters.
729 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
734 assert(params
->width
> 0 && params
->height
> 0);
735 assert(params
->width
> 1 || params
->height
> 1);
738 * Create a blank game state.
740 state
= snew(game_state
);
741 w
= state
->width
= params
->width
;
742 h
= state
->height
= params
->height
;
743 state
->cx
= state
->width
/ 2;
744 state
->cy
= state
->height
/ 2;
745 state
->wrapping
= params
->wrapping
;
746 state
->movetarget
= params
->movetarget
;
747 state
->completed
= 0;
748 state
->used_solve
= FALSE
;
749 state
->move_count
= 0;
750 state
->last_move_row
= -1;
751 state
->last_move_col
= -1;
752 state
->last_move_dir
= 0;
753 state
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
754 memset(state
->tiles
, 0, state
->width
* state
->height
);
755 state
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
756 memset(state
->barriers
, 0, state
->width
* state
->height
);
760 * Parse the game description into the grid.
762 for (y
= 0; y
< h
; y
++) {
763 for (x
= 0; x
< w
; x
++) {
764 if (*desc
>= '0' && *desc
<= '9')
765 tile(state
, x
, y
) = *desc
- '0';
766 else if (*desc
>= 'a' && *desc
<= 'f')
767 tile(state
, x
, y
) = *desc
- 'a' + 10;
768 else if (*desc
>= 'A' && *desc
<= 'F')
769 tile(state
, x
, y
) = *desc
- 'A' + 10;
772 while (*desc
== 'h' || *desc
== 'v') {
779 OFFSET(x2
, y2
, x
, y
, d1
, state
);
782 barrier(state
, x
, y
) |= d1
;
783 barrier(state
, x2
, y2
) |= d2
;
791 * Set up border barriers if this is a non-wrapping game.
793 if (!state
->wrapping
) {
794 for (x
= 0; x
< state
->width
; x
++) {
795 barrier(state
, x
, 0) |= U
;
796 barrier(state
, x
, state
->height
-1) |= D
;
798 for (y
= 0; y
< state
->height
; y
++) {
799 barrier(state
, 0, y
) |= L
;
800 barrier(state
, state
->width
-1, y
) |= R
;
805 * Set up the barrier corner flags, for drawing barriers
806 * prettily when they meet.
808 for (y
= 0; y
< state
->height
; y
++) {
809 for (x
= 0; x
< state
->width
; x
++) {
812 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
814 int x1
, y1
, x2
, y2
, x3
, y3
;
817 if (!(barrier(state
, x
, y
) & dir
))
820 if (barrier(state
, x
, y
) & dir2
)
823 x1
= x
+ X(dir
), y1
= y
+ Y(dir
);
824 if (x1
>= 0 && x1
< state
->width
&&
825 y1
>= 0 && y1
< state
->height
&&
826 (barrier(state
, x1
, y1
) & dir2
))
829 x2
= x
+ X(dir2
), y2
= y
+ Y(dir2
);
830 if (x2
>= 0 && x2
< state
->width
&&
831 y2
>= 0 && y2
< state
->height
&&
832 (barrier(state
, x2
, y2
) & dir
))
836 barrier(state
, x
, y
) |= (dir
<< 4);
837 if (x1
>= 0 && x1
< state
->width
&&
838 y1
>= 0 && y1
< state
->height
)
839 barrier(state
, x1
, y1
) |= (A(dir
) << 4);
840 if (x2
>= 0 && x2
< state
->width
&&
841 y2
>= 0 && y2
< state
->height
)
842 barrier(state
, x2
, y2
) |= (C(dir
) << 4);
843 x3
= x
+ X(dir
) + X(dir2
), y3
= y
+ Y(dir
) + Y(dir2
);
844 if (x3
>= 0 && x3
< state
->width
&&
845 y3
>= 0 && y3
< state
->height
)
846 barrier(state
, x3
, y3
) |= (F(dir
) << 4);
855 static game_state
*dup_game(game_state
*state
)
859 ret
= snew(game_state
);
860 ret
->width
= state
->width
;
861 ret
->height
= state
->height
;
864 ret
->wrapping
= state
->wrapping
;
865 ret
->movetarget
= state
->movetarget
;
866 ret
->completed
= state
->completed
;
867 ret
->used_solve
= state
->used_solve
;
868 ret
->move_count
= state
->move_count
;
869 ret
->last_move_row
= state
->last_move_row
;
870 ret
->last_move_col
= state
->last_move_col
;
871 ret
->last_move_dir
= state
->last_move_dir
;
872 ret
->tiles
= snewn(state
->width
* state
->height
, unsigned char);
873 memcpy(ret
->tiles
, state
->tiles
, state
->width
* state
->height
);
874 ret
->barriers
= snewn(state
->width
* state
->height
, unsigned char);
875 memcpy(ret
->barriers
, state
->barriers
, state
->width
* state
->height
);
880 static void free_game(game_state
*state
)
883 sfree(state
->barriers
);
887 static char *solve_game(game_state
*state
, game_state
*currstate
,
888 char *aux
, char **error
)
891 *error
= "Solution not known for this puzzle";
898 static int game_can_format_as_text_now(game_params
*params
)
903 static char *game_text_format(game_state
*state
)
908 /* ----------------------------------------------------------------------
913 * Compute which squares are reachable from the centre square, as a
914 * quick visual aid to determining how close the game is to
915 * completion. This is also a simple way to tell if the game _is_
916 * completed - just call this function and see whether every square
919 * squares in the moving_row and moving_col are always inactive - this
920 * is so that "current" doesn't appear to jump across moving lines.
922 static unsigned char *compute_active(game_state
*state
,
923 int moving_row
, int moving_col
)
925 unsigned char *active
;
929 active
= snewn(state
->width
* state
->height
, unsigned char);
930 memset(active
, 0, state
->width
* state
->height
);
933 * We only store (x,y) pairs in todo, but it's easier to reuse
934 * xyd_cmp and just store direction 0 every time.
936 todo
= newtree234(xyd_cmp
);
937 index(state
, active
, state
->cx
, state
->cy
) = ACTIVE
;
938 add234(todo
, new_xyd(state
->cx
, state
->cy
, 0));
940 while ( (xyd
= delpos234(todo
, 0)) != NULL
) {
941 int x1
, y1
, d1
, x2
, y2
, d2
;
947 for (d1
= 1; d1
< 0x10; d1
<<= 1) {
948 OFFSET(x2
, y2
, x1
, y1
, d1
, state
);
952 * If the next tile in this direction is connected to
953 * us, and there isn't a barrier in the way, and it
954 * isn't already marked active, then mark it active and
955 * add it to the to-examine list.
957 if ((x2
!= moving_col
&& y2
!= moving_row
) &&
958 (tile(state
, x1
, y1
) & d1
) &&
959 (tile(state
, x2
, y2
) & d2
) &&
960 !(barrier(state
, x1
, y1
) & d1
) &&
961 !index(state
, active
, x2
, y2
)) {
962 index(state
, active
, x2
, y2
) = ACTIVE
;
963 add234(todo
, new_xyd(x2
, y2
, 0));
967 /* Now we expect the todo list to have shrunk to zero size. */
968 assert(count234(todo
) == 0);
979 static game_ui
*new_ui(game_state
*state
)
981 game_ui
*ui
= snew(game_ui
);
984 ui
->cur_visible
= FALSE
;
989 static void free_ui(game_ui
*ui
)
994 static char *encode_ui(game_ui
*ui
)
999 static void decode_ui(game_ui
*ui
, char *encoding
)
1003 /* ----------------------------------------------------------------------
1007 static void slide_row_int(int w
, int h
, unsigned char *tiles
, int dir
, int row
)
1009 int x
= dir
> 0 ? -1 : w
;
1012 unsigned char endtile
= tiles
[row
* w
+ tx
];
1015 tx
= (x
+ dir
+ w
) % w
;
1016 tiles
[row
* w
+ x
] = tiles
[row
* w
+ tx
];
1018 tiles
[row
* w
+ tx
] = endtile
;
1021 static void slide_col_int(int w
, int h
, unsigned char *tiles
, int dir
, int col
)
1023 int y
= dir
> 0 ? -1 : h
;
1026 unsigned char endtile
= tiles
[ty
* w
+ col
];
1029 ty
= (y
+ dir
+ h
) % h
;
1030 tiles
[y
* w
+ col
] = tiles
[ty
* w
+ col
];
1032 tiles
[ty
* w
+ col
] = endtile
;
1035 static void slide_row(game_state
*state
, int dir
, int row
)
1037 slide_row_int(state
->width
, state
->height
, state
->tiles
, dir
, row
);
1040 static void slide_col(game_state
*state
, int dir
, int col
)
1042 slide_col_int(state
->width
, state
->height
, state
->tiles
, dir
, col
);
1045 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
1046 game_state
*newstate
)
1050 struct game_drawstate
{
1054 unsigned char *visible
;
1058 static char *interpret_move(game_state
*state
, game_ui
*ui
,
1059 game_drawstate
*ds
, int x
, int y
, int button
)
1065 button
&= ~MOD_MASK
;
1067 if (IS_CURSOR_MOVE(button
)) {
1069 cpos
= c2pos(state
->width
, state
->height
, ui
->cur_x
, ui
->cur_y
);
1070 diff
= c2diff(state
->width
, state
->height
, ui
->cur_x
, ui
->cur_y
, button
);
1073 do { /* we might have to do this more than once to skip missing arrows */
1075 pos2c(state
->width
, state
->height
, cpos
, &ui
->cur_x
, &ui
->cur_y
);
1076 } while (ui
->cur_x
== state
->cx
|| ui
->cur_y
== state
->cy
);
1079 ui
->cur_visible
= 1;
1083 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
1084 cx
= (x
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
1085 cy
= (y
- (BORDER
+ WINDOW_OFFSET
+ TILE_BORDER
) + 2*TILE_SIZE
) / TILE_SIZE
- 2;
1086 ui
->cur_visible
= 0;
1087 } else if (IS_CURSOR_SELECT(button
)) {
1088 if (ui
->cur_visible
) {
1092 /* 'click' when cursor is invisible just makes cursor visible. */
1093 ui
->cur_visible
= 1;
1099 if (cy
>= 0 && cy
< state
->height
&& cy
!= state
->cy
)
1101 if (cx
== -1) dx
= +1;
1102 else if (cx
== state
->width
) dx
= -1;
1106 else if (cx
>= 0 && cx
< state
->width
&& cx
!= state
->cx
)
1108 if (cy
== -1) dy
= +1;
1109 else if (cy
== state
->height
) dy
= -1;
1116 /* reverse direction if right hand button is pressed */
1117 if (button
== RIGHT_BUTTON
)
1124 sprintf(buf
, "C%d,%d", cx
, dy
);
1126 sprintf(buf
, "R%d,%d", cy
, dx
);
1130 static game_state
*execute_move(game_state
*from
, char *move
)
1135 if ((move
[0] == 'C' || move
[0] == 'R') &&
1136 sscanf(move
+1, "%d,%d", &c
, &d
) == 2 &&
1137 c
>= 0 && c
< (move
[0] == 'C' ? from
->width
: from
->height
)) {
1138 col
= (move
[0] == 'C');
1139 } else if (move
[0] == 'S' &&
1140 strlen(move
) == from
->width
* from
->height
+ 1) {
1142 ret
= dup_game(from
);
1143 ret
->used_solve
= TRUE
;
1144 ret
->completed
= ret
->move_count
= 1;
1146 for (i
= 0; i
< from
->width
* from
->height
; i
++) {
1148 if (c
>= '0' && c
<= '9')
1150 else if (c
>= 'A' && c
<= 'F')
1152 else if (c
>= 'a' && c
<= 'f')
1162 return NULL
; /* can't parse move string */
1164 ret
= dup_game(from
);
1167 slide_col(ret
, d
, c
);
1169 slide_row(ret
, d
, c
);
1172 ret
->last_move_row
= col
? -1 : c
;
1173 ret
->last_move_col
= col
? c
: -1;
1174 ret
->last_move_dir
= d
;
1177 * See if the game has been completed.
1179 if (!ret
->completed
) {
1180 unsigned char *active
= compute_active(ret
, -1, -1);
1182 int complete
= TRUE
;
1184 for (x1
= 0; x1
< ret
->width
; x1
++)
1185 for (y1
= 0; y1
< ret
->height
; y1
++)
1186 if (!index(ret
, active
, x1
, y1
)) {
1188 goto break_label
; /* break out of two loops at once */
1195 ret
->completed
= ret
->move_count
;
1201 /* ----------------------------------------------------------------------
1202 * Routines for drawing the game position on the screen.
1205 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
1207 game_drawstate
*ds
= snew(game_drawstate
);
1209 ds
->started
= FALSE
;
1210 ds
->width
= state
->width
;
1211 ds
->height
= state
->height
;
1212 ds
->visible
= snewn(state
->width
* state
->height
, unsigned char);
1213 ds
->tilesize
= 0; /* not decided yet */
1214 memset(ds
->visible
, 0xFF, state
->width
* state
->height
);
1215 ds
->cur_x
= ds
->cur_y
= -1;
1220 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
1226 static void game_compute_size(game_params
*params
, int tilesize
,
1229 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1230 struct { int tilesize
; } ads
, *ds
= &ads
;
1231 ads
.tilesize
= tilesize
;
1233 *x
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->width
+ TILE_BORDER
;
1234 *y
= BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* params
->height
+ TILE_BORDER
;
1237 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
1238 game_params
*params
, int tilesize
)
1240 ds
->tilesize
= tilesize
;
1243 static float *game_colours(frontend
*fe
, int *ncolours
)
1247 ret
= snewn(NCOLOURS
* 3, float);
1248 *ncolours
= NCOLOURS
;
1251 * Basic background colour is whatever the front end thinks is
1252 * a sensible default.
1254 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1259 ret
[COL_WIRE
* 3 + 0] = 0.0F
;
1260 ret
[COL_WIRE
* 3 + 1] = 0.0F
;
1261 ret
[COL_WIRE
* 3 + 2] = 0.0F
;
1264 * Powered wires and powered endpoints are cyan.
1266 ret
[COL_POWERED
* 3 + 0] = 0.0F
;
1267 ret
[COL_POWERED
* 3 + 1] = 1.0F
;
1268 ret
[COL_POWERED
* 3 + 2] = 1.0F
;
1273 ret
[COL_BARRIER
* 3 + 0] = 1.0F
;
1274 ret
[COL_BARRIER
* 3 + 1] = 0.0F
;
1275 ret
[COL_BARRIER
* 3 + 2] = 0.0F
;
1278 * Unpowered endpoints are blue.
1280 ret
[COL_ENDPOINT
* 3 + 0] = 0.0F
;
1281 ret
[COL_ENDPOINT
* 3 + 1] = 0.0F
;
1282 ret
[COL_ENDPOINT
* 3 + 2] = 1.0F
;
1285 * Tile borders are a darker grey than the background.
1287 ret
[COL_BORDER
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1288 ret
[COL_BORDER
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1289 ret
[COL_BORDER
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1292 * Flashing tiles are a grey in between those two.
1294 ret
[COL_FLASHING
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1295 ret
[COL_FLASHING
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1296 ret
[COL_FLASHING
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1298 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 0.8F
;
1299 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 0.8F
;
1300 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 0.8F
;
1301 ret
[COL_TEXT
* 3 + 0] = 0.0;
1302 ret
[COL_TEXT
* 3 + 1] = 0.0;
1303 ret
[COL_TEXT
* 3 + 2] = 0.0;
1308 static void draw_filled_line(drawing
*dr
, int x1
, int y1
, int x2
, int y2
,
1311 draw_line(dr
, x1
-1, y1
, x2
-1, y2
, COL_WIRE
);
1312 draw_line(dr
, x1
+1, y1
, x2
+1, y2
, COL_WIRE
);
1313 draw_line(dr
, x1
, y1
-1, x2
, y2
-1, COL_WIRE
);
1314 draw_line(dr
, x1
, y1
+1, x2
, y2
+1, COL_WIRE
);
1315 draw_line(dr
, x1
, y1
, x2
, y2
, colour
);
1318 static void draw_rect_coords(drawing
*dr
, int x1
, int y1
, int x2
, int y2
,
1321 int mx
= (x1
< x2
? x1
: x2
);
1322 int my
= (y1
< y2
? y1
: y2
);
1323 int dx
= (x2
+ x1
- 2*mx
+ 1);
1324 int dy
= (y2
+ y1
- 2*my
+ 1);
1326 draw_rect(dr
, mx
, my
, dx
, dy
, colour
);
1329 static void draw_barrier_corner(drawing
*dr
, game_drawstate
*ds
,
1330 int x
, int y
, int dir
, int phase
)
1332 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1333 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1334 int x1
, y1
, dx
, dy
, dir2
;
1339 dx
= X(dir
) + X(dir2
);
1340 dy
= Y(dir
) + Y(dir2
);
1341 x1
= (dx
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1342 y1
= (dy
> 0 ? TILE_SIZE
+TILE_BORDER
-1 : 0);
1345 draw_rect_coords(dr
, bx
+x1
, by
+y1
,
1346 bx
+x1
-TILE_BORDER
*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1348 draw_rect_coords(dr
, bx
+x1
, by
+y1
,
1349 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-TILE_BORDER
*dy
,
1352 draw_rect_coords(dr
, bx
+x1
, by
+y1
,
1353 bx
+x1
-(TILE_BORDER
-1)*dx
, by
+y1
-(TILE_BORDER
-1)*dy
,
1358 static void draw_barrier(drawing
*dr
, game_drawstate
*ds
,
1359 int x
, int y
, int dir
, int phase
)
1361 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1362 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1365 x1
= (X(dir
) > 0 ? TILE_SIZE
: X(dir
) == 0 ? TILE_BORDER
: 0);
1366 y1
= (Y(dir
) > 0 ? TILE_SIZE
: Y(dir
) == 0 ? TILE_BORDER
: 0);
1367 w
= (X(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1368 h
= (Y(dir
) ? TILE_BORDER
: TILE_SIZE
- TILE_BORDER
);
1371 draw_rect(dr
, bx
+x1
-X(dir
), by
+y1
-Y(dir
), w
, h
, COL_WIRE
);
1373 draw_rect(dr
, bx
+x1
, by
+y1
, w
, h
, COL_BARRIER
);
1377 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
1378 int x
, int y
, int tile
, float xshift
, float yshift
)
1380 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
+ (int)(xshift
* TILE_SIZE
);
1381 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
+ (int)(yshift
* TILE_SIZE
);
1382 float cx
, cy
, ex
, ey
;
1386 * When we draw a single tile, we must draw everything up to
1387 * and including the borders around the tile. This means that
1388 * if the neighbouring tiles have connections to those borders,
1389 * we must draw those connections on the borders themselves.
1391 * This would be terribly fiddly if we ever had to draw a tile
1392 * while its neighbour was in mid-rotate, because we'd have to
1393 * arrange to _know_ that the neighbour was being rotated and
1394 * hence had an anomalous effect on the redraw of this tile.
1395 * Fortunately, the drawing algorithm avoids ever calling us in
1396 * this circumstance: we're either drawing lots of straight
1397 * tiles at game start or after a move is complete, or we're
1398 * repeatedly drawing only the rotating tile. So no problem.
1402 * So. First blank the tile out completely: draw a big
1403 * rectangle in border colour, and a smaller rectangle in
1404 * background colour to fill it in.
1406 draw_rect(dr
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
,
1408 draw_rect(dr
, bx
+TILE_BORDER
, by
+TILE_BORDER
,
1409 TILE_SIZE
-TILE_BORDER
, TILE_SIZE
-TILE_BORDER
,
1410 tile
& FLASHING
? COL_FLASHING
: COL_BACKGROUND
);
1415 cx
= cy
= TILE_BORDER
+ (TILE_SIZE
-TILE_BORDER
) / 2.0F
- 0.5F
;
1416 col
= (tile
& ACTIVE
? COL_POWERED
: COL_WIRE
);
1417 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1419 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1420 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1421 draw_filled_line(dr
, bx
+(int)cx
, by
+(int)cy
,
1422 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
),
1426 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1428 ex
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* X(dir
);
1429 ey
= (TILE_SIZE
- TILE_BORDER
- 1.0F
) / 2.0F
* Y(dir
);
1430 draw_line(dr
, bx
+(int)cx
, by
+(int)cy
,
1431 bx
+(int)(cx
+ex
), by
+(int)(cy
+ey
), col
);
1436 * Draw the box in the middle. We do this in blue if the tile
1437 * is an unpowered endpoint, in cyan if the tile is a powered
1438 * endpoint, in black if the tile is the centrepiece, and
1439 * otherwise not at all.
1442 if (x
== state
->cx
&& y
== state
->cy
)
1444 else if (COUNT(tile
) == 1) {
1445 col
= (tile
& ACTIVE
? COL_POWERED
: COL_ENDPOINT
);
1450 points
[0] = +1; points
[1] = +1;
1451 points
[2] = +1; points
[3] = -1;
1452 points
[4] = -1; points
[5] = -1;
1453 points
[6] = -1; points
[7] = +1;
1455 for (i
= 0; i
< 8; i
+= 2) {
1456 ex
= (TILE_SIZE
* 0.24F
) * points
[i
];
1457 ey
= (TILE_SIZE
* 0.24F
) * points
[i
+1];
1458 points
[i
] = bx
+(int)(cx
+ex
);
1459 points
[i
+1] = by
+(int)(cy
+ey
);
1462 draw_polygon(dr
, points
, 4, col
, COL_WIRE
);
1466 * Draw the points on the border if other tiles are connected
1469 for (dir
= 1; dir
< 0x10; dir
<<= 1) {
1470 int dx
, dy
, px
, py
, lx
, ly
, vx
, vy
, ox
, oy
;
1478 if (ox
< 0 || ox
>= state
->width
|| oy
< 0 || oy
>= state
->height
)
1481 if (!(tile(state
, ox
, oy
) & F(dir
)))
1484 px
= bx
+ (int)(dx
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dx
<0 ? 0 : cx
);
1485 py
= by
+ (int)(dy
>0 ? TILE_SIZE
+ TILE_BORDER
- 1 : dy
<0 ? 0 : cy
);
1486 lx
= dx
* (TILE_BORDER
-1);
1487 ly
= dy
* (TILE_BORDER
-1);
1491 if (xshift
== 0.0 && yshift
== 0.0 && (tile
& dir
)) {
1493 * If we are fully connected to the other tile, we must
1494 * draw right across the tile border. (We can use our
1495 * own ACTIVE state to determine what colour to do this
1496 * in: if we are fully connected to the other tile then
1497 * the two ACTIVE states will be the same.)
1499 draw_rect_coords(dr
, px
-vx
, py
-vy
, px
+lx
+vx
, py
+ly
+vy
, COL_WIRE
);
1500 draw_rect_coords(dr
, px
, py
, px
+lx
, py
+ly
,
1501 (tile
& ACTIVE
) ? COL_POWERED
: COL_WIRE
);
1504 * The other tile extends into our border, but isn't
1505 * actually connected to us. Just draw a single black
1508 draw_rect_coords(dr
, px
, py
, px
, py
, COL_WIRE
);
1512 draw_update(dr
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1515 static void draw_tile_barriers(drawing
*dr
, game_drawstate
*ds
,
1516 game_state
*state
, int x
, int y
)
1520 int bx
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* x
;
1521 int by
= BORDER
+ WINDOW_OFFSET
+ TILE_SIZE
* y
;
1523 * Draw barrier corners, and then barriers.
1525 for (phase
= 0; phase
< 2; phase
++) {
1526 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1527 if (barrier(state
, x
, y
) & (dir
<< 4))
1528 draw_barrier_corner(dr
, ds
, x
, y
, dir
<< 4, phase
);
1529 for (dir
= 1; dir
< 0x10; dir
<<= 1)
1530 if (barrier(state
, x
, y
) & dir
)
1531 draw_barrier(dr
, ds
, x
, y
, dir
, phase
);
1534 draw_update(dr
, bx
, by
, TILE_SIZE
+TILE_BORDER
, TILE_SIZE
+TILE_BORDER
);
1537 static void draw_arrow(drawing
*dr
, game_drawstate
*ds
,
1538 int x
, int y
, int xdx
, int xdy
, int cur
)
1541 int ydy
= -xdx
, ydx
= xdy
;
1543 x
= x
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1544 y
= y
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
;
1546 #define POINT(n, xx, yy) ( \
1547 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1548 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1550 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
1551 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
1552 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
1553 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
1554 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
1555 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
1556 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
1558 draw_polygon(dr
, coords
, 7, cur
? COL_POWERED
: COL_LOWLIGHT
, COL_TEXT
);
1561 static void draw_arrow_for_cursor(drawing
*dr
, game_drawstate
*ds
,
1562 int cur_x
, int cur_y
, int cur
)
1564 if (cur_x
== -1 && cur_y
== -1)
1565 return; /* 'no cursur here */
1566 else if (cur_x
== -1) /* LH column. */
1567 draw_arrow(dr
, ds
, 0, cur_y
+1, 0, -1, cur
);
1568 else if (cur_x
== ds
->width
) /* RH column */
1569 draw_arrow(dr
, ds
, ds
->width
, cur_y
, 0, +1, cur
);
1570 else if (cur_y
== -1) /* Top row */
1571 draw_arrow(dr
, ds
, cur_x
, 0, +1, 0, cur
);
1572 else if (cur_y
== ds
->height
) /* Bottom row */
1573 draw_arrow(dr
, ds
, cur_x
+1, ds
->height
, -1, 0, cur
);
1575 assert(!"Invalid cursor position");
1578 cur_x
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
,
1579 cur_y
* TILE_SIZE
+ BORDER
+ WINDOW_OFFSET
,
1580 TILE_SIZE
, TILE_SIZE
);
1583 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
1584 game_state
*state
, int dir
, game_ui
*ui
, float t
, float ft
)
1587 unsigned char *active
;
1590 int cur_x
= -1, cur_y
= -1;
1593 * Clear the screen and draw the exterior barrier lines if this
1594 * is our first call.
1602 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->width
+ TILE_BORDER
,
1603 BORDER
* 2 + WINDOW_OFFSET
* 2 + TILE_SIZE
* state
->height
+ TILE_BORDER
,
1605 draw_update(dr
, 0, 0,
1606 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->width
+ TILE_BORDER
,
1607 BORDER
* 2 + WINDOW_OFFSET
*2 + TILE_SIZE
*state
->height
+ TILE_BORDER
);
1609 for (phase
= 0; phase
< 2; phase
++) {
1611 for (x
= 0; x
< ds
->width
; x
++) {
1612 if (barrier(state
, x
, 0) & UL
)
1613 draw_barrier_corner(dr
, ds
, x
, -1, LD
, phase
);
1614 if (barrier(state
, x
, 0) & RU
)
1615 draw_barrier_corner(dr
, ds
, x
, -1, DR
, phase
);
1616 if (barrier(state
, x
, 0) & U
)
1617 draw_barrier(dr
, ds
, x
, -1, D
, phase
);
1618 if (barrier(state
, x
, ds
->height
-1) & DR
)
1619 draw_barrier_corner(dr
, ds
, x
, ds
->height
, RU
, phase
);
1620 if (barrier(state
, x
, ds
->height
-1) & LD
)
1621 draw_barrier_corner(dr
, ds
, x
, ds
->height
, UL
, phase
);
1622 if (barrier(state
, x
, ds
->height
-1) & D
)
1623 draw_barrier(dr
, ds
, x
, ds
->height
, U
, phase
);
1626 for (y
= 0; y
< ds
->height
; y
++) {
1627 if (barrier(state
, 0, y
) & UL
)
1628 draw_barrier_corner(dr
, ds
, -1, y
, RU
, phase
);
1629 if (barrier(state
, 0, y
) & LD
)
1630 draw_barrier_corner(dr
, ds
, -1, y
, DR
, phase
);
1631 if (barrier(state
, 0, y
) & L
)
1632 draw_barrier(dr
, ds
, -1, y
, R
, phase
);
1633 if (barrier(state
, ds
->width
-1, y
) & RU
)
1634 draw_barrier_corner(dr
, ds
, ds
->width
, y
, UL
, phase
);
1635 if (barrier(state
, ds
->width
-1, y
) & DR
)
1636 draw_barrier_corner(dr
, ds
, ds
->width
, y
, LD
, phase
);
1637 if (barrier(state
, ds
->width
-1, y
) & R
)
1638 draw_barrier(dr
, ds
, ds
->width
, y
, L
, phase
);
1643 * Arrows for making moves.
1645 for (x
= 0; x
< ds
->width
; x
++) {
1646 if (x
== state
->cx
) continue;
1647 draw_arrow(dr
, ds
, x
, 0, +1, 0, 0);
1648 draw_arrow(dr
, ds
, x
+1, ds
->height
, -1, 0, 0);
1650 for (y
= 0; y
< ds
->height
; y
++) {
1651 if (y
== state
->cy
) continue;
1652 draw_arrow(dr
, ds
, ds
->width
, y
, 0, +1, 0);
1653 draw_arrow(dr
, ds
, 0, y
+1, 0, -1, 0);
1656 if (ui
->cur_visible
) {
1657 cur_x
= ui
->cur_x
; cur_y
= ui
->cur_y
;
1659 if (cur_x
!= ds
->cur_x
|| cur_y
!= ds
->cur_y
) {
1660 /* Cursor has changed; redraw two (prev and curr) arrows. */
1661 assert(cur_x
!= state
->cx
&& cur_y
!= state
->cy
);
1663 draw_arrow_for_cursor(dr
, ds
, cur_x
, cur_y
, 1);
1664 draw_arrow_for_cursor(dr
, ds
, ds
->cur_x
, ds
->cur_y
, 0);
1665 ds
->cur_x
= cur_x
; ds
->cur_y
= cur_y
;
1668 /* Check if this is an undo. If so, we will need to run any animation
1671 if (oldstate
&& oldstate
->move_count
> state
->move_count
) {
1672 game_state
* tmpstate
= state
;
1674 oldstate
= tmpstate
;
1678 if (oldstate
&& (t
< ANIM_TIME
)) {
1680 * We're animating a slide, of row/column number
1681 * state->last_move_pos, in direction
1682 * state->last_move_dir
1684 xshift
= state
->last_move_row
== -1 ? 0.0F
:
1685 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1686 yshift
= state
->last_move_col
== -1 ? 0.0F
:
1687 (1 - t
/ ANIM_TIME
) * state
->last_move_dir
;
1693 * We're animating a completion flash. Find which frame
1696 frame
= (int)(ft
/ FLASH_FRAME
);
1700 * Draw any tile which differs from the way it was last drawn.
1702 if (xshift
!= 0.0 || yshift
!= 0.0) {
1703 active
= compute_active(state
,
1704 state
->last_move_row
, state
->last_move_col
);
1706 active
= compute_active(state
, -1, -1);
1710 BORDER
+ WINDOW_OFFSET
, BORDER
+ WINDOW_OFFSET
,
1711 TILE_SIZE
* state
->width
+ TILE_BORDER
,
1712 TILE_SIZE
* state
->height
+ TILE_BORDER
);
1714 for (x
= 0; x
< ds
->width
; x
++)
1715 for (y
= 0; y
< ds
->height
; y
++) {
1716 unsigned char c
= tile(state
, x
, y
) | index(state
, active
, x
, y
);
1719 * In a completion flash, we adjust the FLASHING bit
1720 * depending on our distance from the centre point and
1724 int xdist
, ydist
, dist
;
1725 xdist
= (x
< state
->cx
? state
->cx
- x
: x
- state
->cx
);
1726 ydist
= (y
< state
->cy
? state
->cy
- y
: y
- state
->cy
);
1727 dist
= (xdist
> ydist
? xdist
: ydist
);
1729 if (frame
>= dist
&& frame
< dist
+4) {
1730 int flash
= (frame
- dist
) & 1;
1731 flash
= flash
? FLASHING
: 0;
1732 c
= (c
&~ FLASHING
) | flash
;
1736 if (index(state
, ds
->visible
, x
, y
) != c
||
1737 index(state
, ds
->visible
, x
, y
) == 0xFF ||
1738 (x
== state
->last_move_col
|| y
== state
->last_move_row
))
1740 float xs
= (y
== state
->last_move_row
? xshift
: (float)0.0);
1741 float ys
= (x
== state
->last_move_col
? yshift
: (float)0.0);
1743 draw_tile(dr
, ds
, state
, x
, y
, c
, xs
, ys
);
1744 if (xs
< 0 && x
== 0)
1745 draw_tile(dr
, ds
, state
, state
->width
, y
, c
, xs
, ys
);
1746 else if (xs
> 0 && x
== state
->width
- 1)
1747 draw_tile(dr
, ds
, state
, -1, y
, c
, xs
, ys
);
1748 else if (ys
< 0 && y
== 0)
1749 draw_tile(dr
, ds
, state
, x
, state
->height
, c
, xs
, ys
);
1750 else if (ys
> 0 && y
== state
->height
- 1)
1751 draw_tile(dr
, ds
, state
, x
, -1, c
, xs
, ys
);
1753 if (x
== state
->last_move_col
|| y
== state
->last_move_row
)
1754 index(state
, ds
->visible
, x
, y
) = 0xFF;
1756 index(state
, ds
->visible
, x
, y
) = c
;
1760 for (x
= 0; x
< ds
->width
; x
++)
1761 for (y
= 0; y
< ds
->height
; y
++)
1762 draw_tile_barriers(dr
, ds
, state
, x
, y
);
1767 * Update the status bar.
1770 char statusbuf
[256];
1773 n
= state
->width
* state
->height
;
1774 for (i
= a
= 0; i
< n
; i
++)
1778 if (state
->used_solve
)
1779 sprintf(statusbuf
, "Moves since auto-solve: %d",
1780 state
->move_count
- state
->completed
);
1782 sprintf(statusbuf
, "%sMoves: %d",
1783 (state
->completed
? "COMPLETED! " : ""),
1784 (state
->completed
? state
->completed
: state
->move_count
));
1786 if (state
->movetarget
)
1787 sprintf(statusbuf
+ strlen(statusbuf
), " (target %d)",
1790 sprintf(statusbuf
+ strlen(statusbuf
), " Active: %d/%d", a
, n
);
1792 status_bar(dr
, statusbuf
);
1798 static float game_anim_length(game_state
*oldstate
,
1799 game_state
*newstate
, int dir
, game_ui
*ui
)
1804 static float game_flash_length(game_state
*oldstate
,
1805 game_state
*newstate
, int dir
, game_ui
*ui
)
1808 * If the game has just been completed, we display a completion
1811 if (!oldstate
->completed
&& newstate
->completed
&&
1812 !oldstate
->used_solve
&& !newstate
->used_solve
) {
1815 if (size
< newstate
->cx
+1)
1816 size
= newstate
->cx
+1;
1817 if (size
< newstate
->cy
+1)
1818 size
= newstate
->cy
+1;
1819 if (size
< newstate
->width
- newstate
->cx
)
1820 size
= newstate
->width
- newstate
->cx
;
1821 if (size
< newstate
->height
- newstate
->cy
)
1822 size
= newstate
->height
- newstate
->cy
;
1823 return FLASH_FRAME
* (size
+4);
1829 static int game_status(game_state
*state
)
1831 return state
->completed
? +1 : 0;
1834 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1839 static void game_print_size(game_params
*params
, float *x
, float *y
)
1843 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1848 #define thegame netslide
1851 const struct game thegame
= {
1852 "Netslide", "games.netslide", "netslide",
1859 TRUE
, game_configure
, custom_params
,
1867 FALSE
, game_can_format_as_text_now
, game_text_format
,
1875 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
1878 game_free_drawstate
,
1883 FALSE
, FALSE
, game_print_size
, game_print
,
1884 TRUE
, /* wants_statusbar */
1885 FALSE
, game_timing_state
,
1889 /* vim: set shiftwidth=4 tabstop=8: */