2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
16 #define PI 3.141592653589793238462643383279502884197169399
18 #define MATMUL(xr,yr,m,x,y) do { \
19 float rx, ry, xx = (x), yy = (y), *mat = (m); \
20 rx = mat[0] * xx + mat[2] * yy; \
21 ry = mat[1] * xx + mat[3] * yy; \
22 (xr) = rx; (yr) = ry; \
25 /* Direction and other bitfields */
32 /* Corner flags go in the barriers array */
38 /* Get tile at given coordinate */
39 #define T(state, x, y) ( (y) * (state)->width + (x) )
41 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
42 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
43 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
44 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
45 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
46 ((n)&3) == 1 ? A(x) : \
47 ((n)&3) == 2 ? F(x) : C(x) )
49 /* X and Y displacements */
50 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
51 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
54 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
55 (((x) & 0x02) >> 1) + ((x) & 0x01) )
58 #define BORDER TILE_SIZE
60 #define WINDOW_OFFSET 0
62 #define ANIM_TIME 0.13F
63 #define FLASH_FRAME 0.07F
82 float barrier_probability;
86 struct game_aux_info {
92 int width, height, cx, cy, wrapping, completed;
93 int used_solve, just_used_solve;
94 int move_count, movetarget;
96 /* position (row or col number, starting at 0) of last move. */
97 int last_move_row, last_move_col;
99 /* direction of last move: +1 or -1 */
102 unsigned char *tiles;
103 unsigned char *barriers;
106 #define OFFSET(x2,y2,x1,y1,dir,state) \
107 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
108 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
110 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
111 #define tile(state, x, y) index(state, (state)->tiles, x, y)
112 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
118 static int xyd_cmp(void *av, void *bv) {
119 struct xyd *a = (struct xyd *)av;
120 struct xyd *b = (struct xyd *)bv;
129 if (a->direction < b->direction)
131 if (a->direction > b->direction)
136 static struct xyd *new_xyd(int x, int y, int direction)
138 struct xyd *xyd = snew(struct xyd);
141 xyd->direction = direction;
145 static void slide_col(game_state *state, int dir, int col);
146 static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col);
147 static void slide_row(game_state *state, int dir, int row);
148 static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row);
150 /* ----------------------------------------------------------------------
151 * Manage game parameters.
153 static game_params *default_params(void)
155 game_params *ret = snew(game_params);
159 ret->wrapping = FALSE;
160 ret->barrier_probability = 1.0;
166 static int game_fetch_preset(int i, char **name, game_params **params)
170 static const struct { int x, y, wrap, bprob; const char* desc; } values[] = {
171 {3, 3, FALSE, 1.0, " easy"},
172 {3, 3, FALSE, 0.0, " medium"},
173 {3, 3, TRUE, 0.0, " hard"},
174 {4, 4, FALSE, 1.0, " easy"},
175 {4, 4, FALSE, 0.0, " medium"},
176 {4, 4, TRUE, 0.0, " hard"},
177 {5, 5, FALSE, 1.0, " easy"},
178 {5, 5, FALSE, 0.0, " medium"},
179 {5, 5, TRUE, 0.0, " hard"},
182 if (i < 0 || i >= lenof(values))
185 ret = snew(game_params);
186 ret->width = values[i].x;
187 ret->height = values[i].y;
188 ret->wrapping = values[i].wrap;
189 ret->barrier_probability = values[i].bprob;
192 sprintf(str, "%dx%d%s", ret->width, ret->height,
200 static void free_params(game_params *params)
205 static game_params *dup_params(game_params *params)
207 game_params *ret = snew(game_params);
208 *ret = *params; /* structure copy */
212 static void decode_params(game_params *ret, char const *string)
214 char const *p = string;
216 ret->wrapping = FALSE;
217 ret->barrier_probability = 0.0;
220 ret->width = atoi(p);
221 while (*p && isdigit(*p)) p++;
224 ret->height = atoi(p);
225 while (*p && isdigit(*p)) p++;
226 if ( (ret->wrapping = (*p == 'w')) != 0 )
229 ret->barrier_probability = atof(++p);
230 while (*p && (isdigit(*p) || *p == '.')) p++;
233 ret->movetarget = atoi(++p);
236 ret->height = ret->width;
240 static char *encode_params(game_params *params, int full)
245 len = sprintf(ret, "%dx%d", params->width, params->height);
246 if (params->wrapping)
248 if (full && params->barrier_probability)
249 len += sprintf(ret+len, "b%g", params->barrier_probability);
250 /* Shuffle limit is part of the limited parameters, because we have to
251 * provide the target move count. */
252 if (params->movetarget)
253 len += sprintf(ret+len, "m%d", params->movetarget);
254 assert(len < lenof(ret));
260 static config_item *game_configure(game_params *params)
265 ret = snewn(6, config_item);
267 ret[0].name = "Width";
268 ret[0].type = C_STRING;
269 sprintf(buf, "%d", params->width);
270 ret[0].sval = dupstr(buf);
273 ret[1].name = "Height";
274 ret[1].type = C_STRING;
275 sprintf(buf, "%d", params->height);
276 ret[1].sval = dupstr(buf);
279 ret[2].name = "Walls wrap around";
280 ret[2].type = C_BOOLEAN;
282 ret[2].ival = params->wrapping;
284 ret[3].name = "Barrier probability";
285 ret[3].type = C_STRING;
286 sprintf(buf, "%g", params->barrier_probability);
287 ret[3].sval = dupstr(buf);
290 ret[4].name = "Number of shuffling moves";
291 ret[4].type = C_STRING;
292 sprintf(buf, "%d", params->movetarget);
293 ret[4].sval = dupstr(buf);
304 static game_params *custom_params(config_item *cfg)
306 game_params *ret = snew(game_params);
308 ret->width = atoi(cfg[0].sval);
309 ret->height = atoi(cfg[1].sval);
310 ret->wrapping = cfg[2].ival;
311 ret->barrier_probability = (float)atof(cfg[3].sval);
312 ret->movetarget = atoi(cfg[4].sval);
317 static char *validate_params(game_params *params)
319 if (params->width <= 1 && params->height <= 1)
320 return "Width and height must both be greater than one";
321 if (params->width <= 1)
322 return "Width must be greater than one";
323 if (params->height <= 1)
324 return "Height must be greater than one";
325 if (params->barrier_probability < 0)
326 return "Barrier probability may not be negative";
327 if (params->barrier_probability > 1)
328 return "Barrier probability may not be greater than 1";
332 /* ----------------------------------------------------------------------
333 * Randomly select a new game description.
336 static char *new_game_desc(game_params *params, random_state *rs,
337 game_aux_info **aux, int interactive)
339 tree234 *possibilities, *barriertree;
340 int w, h, x, y, cx, cy, nbarriers;
341 unsigned char *tiles, *barriers;
347 tiles = snewn(w * h, unsigned char);
348 memset(tiles, 0, w * h);
349 barriers = snewn(w * h, unsigned char);
350 memset(barriers, 0, w * h);
356 * Construct the unshuffled grid.
358 * To do this, we simply start at the centre point, repeatedly
359 * choose a random possibility out of the available ways to
360 * extend a used square into an unused one, and do it. After
361 * extending the third line out of a square, we remove the
362 * fourth from the possibilities list to avoid any full-cross
363 * squares (which would make the game too easy because they
364 * only have one orientation).
366 * The slightly worrying thing is the avoidance of full-cross
367 * squares. Can this cause our unsophisticated construction
368 * algorithm to paint itself into a corner, by getting into a
369 * situation where there are some unreached squares and the
370 * only way to reach any of them is to extend a T-piece into a
373 * Answer: no it can't, and here's a proof.
375 * Any contiguous group of such unreachable squares must be
376 * surrounded on _all_ sides by T-pieces pointing away from the
377 * group. (If not, then there is a square which can be extended
378 * into one of the `unreachable' ones, and so it wasn't
379 * unreachable after all.) In particular, this implies that
380 * each contiguous group of unreachable squares must be
381 * rectangular in shape (any deviation from that yields a
382 * non-T-piece next to an `unreachable' square).
384 * So we have a rectangle of unreachable squares, with T-pieces
385 * forming a solid border around the rectangle. The corners of
386 * that border must be connected (since every tile connects all
387 * the lines arriving in it), and therefore the border must
388 * form a closed loop around the rectangle.
390 * But this can't have happened in the first place, since we
391 * _know_ we've avoided creating closed loops! Hence, no such
392 * situation can ever arise, and the naive grid construction
393 * algorithm will guaranteeably result in a complete grid
394 * containing no unreached squares, no full crosses _and_ no
397 possibilities = newtree234(xyd_cmp);
400 add234(possibilities, new_xyd(cx, cy, R));
402 add234(possibilities, new_xyd(cx, cy, U));
404 add234(possibilities, new_xyd(cx, cy, L));
406 add234(possibilities, new_xyd(cx, cy, D));
408 while (count234(possibilities) > 0) {
411 int x1, y1, d1, x2, y2, d2, d;
414 * Extract a randomly chosen possibility from the list.
416 i = random_upto(rs, count234(possibilities));
417 xyd = delpos234(possibilities, i);
423 OFFSET(x2, y2, x1, y1, d1, params);
426 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
427 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
431 * Make the connection. (We should be moving to an as yet
434 index(params, tiles, x1, y1) |= d1;
435 assert(index(params, tiles, x2, y2) == 0);
436 index(params, tiles, x2, y2) |= d2;
439 * If we have created a T-piece, remove its last
442 if (COUNT(index(params, tiles, x1, y1)) == 3) {
443 struct xyd xyd1, *xydp;
447 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
449 xydp = find234(possibilities, &xyd1, NULL);
453 printf("T-piece; removing (%d,%d,%c)\n",
454 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
456 del234(possibilities, xydp);
462 * Remove all other possibilities that were pointing at the
463 * tile we've just moved into.
465 for (d = 1; d < 0x10; d <<= 1) {
467 struct xyd xyd1, *xydp;
469 OFFSET(x3, y3, x2, y2, d, params);
476 xydp = find234(possibilities, &xyd1, NULL);
480 printf("Loop avoidance; removing (%d,%d,%c)\n",
481 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
483 del234(possibilities, xydp);
489 * Add new possibilities to the list for moving _out_ of
490 * the tile we have just moved into.
492 for (d = 1; d < 0x10; d <<= 1) {
496 continue; /* we've got this one already */
498 if (!params->wrapping) {
499 if (d == U && y2 == 0)
501 if (d == D && y2 == h-1)
503 if (d == L && x2 == 0)
505 if (d == R && x2 == w-1)
509 OFFSET(x3, y3, x2, y2, d, params);
511 if (index(params, tiles, x3, y3))
512 continue; /* this would create a loop */
515 printf("New frontier; adding (%d,%d,%c)\n",
516 x2, y2, "0RU3L567D9abcdef"[d]);
518 add234(possibilities, new_xyd(x2, y2, d));
521 /* Having done that, we should have no possibilities remaining. */
522 assert(count234(possibilities) == 0);
523 freetree234(possibilities);
526 * Now compute a list of the possible barrier locations.
528 barriertree = newtree234(xyd_cmp);
529 for (y = 0; y < h; y++) {
530 for (x = 0; x < w; x++) {
532 if (!(index(params, tiles, x, y) & R) &&
533 (params->wrapping || x < w-1))
534 add234(barriertree, new_xyd(x, y, R));
535 if (!(index(params, tiles, x, y) & D) &&
536 (params->wrapping || y < h-1))
537 add234(barriertree, new_xyd(x, y, D));
542 * Save the unshuffled grid. We do this using a separate
543 * reference-counted structure since it's a large chunk of
544 * memory which we don't want to have to replicate in every
545 * game state while playing.
548 game_aux_info *solution;
550 solution = snew(game_aux_info);
552 solution->height = h;
553 solution->tiles = snewn(w * h, unsigned char);
554 memcpy(solution->tiles, tiles, w * h);
560 * Now shuffle the grid.
561 * FIXME - this simply does a set of random moves to shuffle the pieces,
562 * although we make a token effort to avoid boring cases by avoiding moves
563 * that directly undo the previous one, or that repeat so often as to
564 * turn into fewer moves.
566 * A better way would be to number all the pieces, generate a placement
567 * for all the numbers as for "sixteen", observing parity constraints if
568 * neccessary, and then place the pieces according to their numbering.
569 * BUT - I'm not sure if this will work, since we disallow movement of
570 * the middle row and column.
576 int moves = params->movetarget;
577 int prevdir = -1, prevrowcol = -1, nrepeats = 0;
578 if (!moves) moves = cols * rows * 2;
579 for (i = 0; i < moves; /* incremented conditionally */) {
580 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
581 int dir = random_upto(rs, 4);
584 int col = random_upto(rs, cols);
585 if (col >= cx) col += 1; /* avoid centre */
586 if (col == prevrowcol) {
587 if (dir == 2-prevdir)
588 continue; /* undoes last move */
589 else if ((nrepeats+1)*2 > h)
590 continue; /* makes fewer moves */
592 slide_col_int(w, h, tiles, 1 - dir, col);
595 int row = random_upto(rs, rows);
596 if (row >= cy) row += 1; /* avoid centre */
597 if (row == prevrowcol) {
598 if (dir == 4-prevdir)
599 continue; /* undoes last move */
600 else if ((nrepeats+1)*2 > w)
601 continue; /* makes fewer moves */
603 slide_row_int(w, h, tiles, 2 - dir, row);
606 if (dir == prevdir && rowcol == prevrowcol)
612 i++; /* if we got here, the move was accepted */
617 * And now choose barrier locations. (We carefully do this
618 * _after_ shuffling, so that changing the barrier rate in the
619 * params while keeping the random seed the same will give the
620 * same shuffled grid and _only_ change the barrier locations.
621 * Also the way we choose barrier locations, by repeatedly
622 * choosing one possibility from the list until we have enough,
623 * is designed to ensure that raising the barrier rate while
624 * keeping the seed the same will provide a superset of the
625 * previous barrier set - i.e. if you ask for 10 barriers, and
626 * then decide that's still too hard and ask for 20, you'll get
627 * the original 10 plus 10 more, rather than getting 20 new
628 * ones and the chance of remembering your first 10.)
630 nbarriers = (int)(params->barrier_probability * count234(barriertree));
631 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
633 while (nbarriers > 0) {
636 int x1, y1, d1, x2, y2, d2;
639 * Extract a randomly chosen barrier from the list.
641 i = random_upto(rs, count234(barriertree));
642 xyd = delpos234(barriertree, i);
651 OFFSET(x2, y2, x1, y1, d1, params);
654 index(params, barriers, x1, y1) |= d1;
655 index(params, barriers, x2, y2) |= d2;
661 * Clean up the rest of the barrier list.
666 while ( (xyd = delpos234(barriertree, 0)) != NULL)
669 freetree234(barriertree);
673 * Finally, encode the grid into a string game description.
675 * My syntax is extremely simple: each square is encoded as a
676 * hex digit in which bit 0 means a connection on the right,
677 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
678 * encoding as used internally). Each digit is followed by
679 * optional barrier indicators: `v' means a vertical barrier to
680 * the right of it, and `h' means a horizontal barrier below
683 desc = snewn(w * h * 3 + 1, char);
685 for (y = 0; y < h; y++) {
686 for (x = 0; x < w; x++) {
687 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
688 if ((params->wrapping || x < w-1) &&
689 (index(params, barriers, x, y) & R))
691 if ((params->wrapping || y < h-1) &&
692 (index(params, barriers, x, y) & D))
696 assert(p - desc <= w*h*3);
705 static void game_free_aux_info(game_aux_info *aux)
711 static char *validate_desc(game_params *params, char *desc)
713 int w = params->width, h = params->height;
716 for (i = 0; i < w*h; i++) {
717 if (*desc >= '0' && *desc <= '9')
719 else if (*desc >= 'a' && *desc <= 'f')
721 else if (*desc >= 'A' && *desc <= 'F')
724 return "Game description shorter than expected";
726 return "Game description contained unexpected character";
728 while (*desc == 'h' || *desc == 'v')
732 return "Game description longer than expected";
737 /* ----------------------------------------------------------------------
738 * Construct an initial game state, given a description and parameters.
741 static game_state *new_game(midend_data *me, game_params *params, char *desc)
746 assert(params->width > 0 && params->height > 0);
747 assert(params->width > 1 || params->height > 1);
750 * Create a blank game state.
752 state = snew(game_state);
753 w = state->width = params->width;
754 h = state->height = params->height;
755 state->cx = state->width / 2;
756 state->cy = state->height / 2;
757 state->wrapping = params->wrapping;
758 state->movetarget = params->movetarget;
759 state->completed = 0;
760 state->used_solve = state->just_used_solve = FALSE;
761 state->move_count = 0;
762 state->last_move_row = -1;
763 state->last_move_col = -1;
764 state->last_move_dir = 0;
765 state->tiles = snewn(state->width * state->height, unsigned char);
766 memset(state->tiles, 0, state->width * state->height);
767 state->barriers = snewn(state->width * state->height, unsigned char);
768 memset(state->barriers, 0, state->width * state->height);
772 * Parse the game description into the grid.
774 for (y = 0; y < h; y++) {
775 for (x = 0; x < w; x++) {
776 if (*desc >= '0' && *desc <= '9')
777 tile(state, x, y) = *desc - '0';
778 else if (*desc >= 'a' && *desc <= 'f')
779 tile(state, x, y) = *desc - 'a' + 10;
780 else if (*desc >= 'A' && *desc <= 'F')
781 tile(state, x, y) = *desc - 'A' + 10;
784 while (*desc == 'h' || *desc == 'v') {
791 OFFSET(x2, y2, x, y, d1, state);
794 barrier(state, x, y) |= d1;
795 barrier(state, x2, y2) |= d2;
803 * Set up border barriers if this is a non-wrapping game.
805 if (!state->wrapping) {
806 for (x = 0; x < state->width; x++) {
807 barrier(state, x, 0) |= U;
808 barrier(state, x, state->height-1) |= D;
810 for (y = 0; y < state->height; y++) {
811 barrier(state, 0, y) |= L;
812 barrier(state, state->width-1, y) |= R;
817 * Set up the barrier corner flags, for drawing barriers
818 * prettily when they meet.
820 for (y = 0; y < state->height; y++) {
821 for (x = 0; x < state->width; x++) {
824 for (dir = 1; dir < 0x10; dir <<= 1) {
826 int x1, y1, x2, y2, x3, y3;
829 if (!(barrier(state, x, y) & dir))
832 if (barrier(state, x, y) & dir2)
835 x1 = x + X(dir), y1 = y + Y(dir);
836 if (x1 >= 0 && x1 < state->width &&
837 y1 >= 0 && y1 < state->height &&
838 (barrier(state, x1, y1) & dir2))
841 x2 = x + X(dir2), y2 = y + Y(dir2);
842 if (x2 >= 0 && x2 < state->width &&
843 y2 >= 0 && y2 < state->height &&
844 (barrier(state, x2, y2) & dir))
848 barrier(state, x, y) |= (dir << 4);
849 if (x1 >= 0 && x1 < state->width &&
850 y1 >= 0 && y1 < state->height)
851 barrier(state, x1, y1) |= (A(dir) << 4);
852 if (x2 >= 0 && x2 < state->width &&
853 y2 >= 0 && y2 < state->height)
854 barrier(state, x2, y2) |= (C(dir) << 4);
855 x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
856 if (x3 >= 0 && x3 < state->width &&
857 y3 >= 0 && y3 < state->height)
858 barrier(state, x3, y3) |= (F(dir) << 4);
867 static game_state *dup_game(game_state *state)
871 ret = snew(game_state);
872 ret->width = state->width;
873 ret->height = state->height;
876 ret->wrapping = state->wrapping;
877 ret->movetarget = state->movetarget;
878 ret->completed = state->completed;
879 ret->used_solve = state->used_solve;
880 ret->just_used_solve = state->just_used_solve;
881 ret->move_count = state->move_count;
882 ret->last_move_row = state->last_move_row;
883 ret->last_move_col = state->last_move_col;
884 ret->last_move_dir = state->last_move_dir;
885 ret->tiles = snewn(state->width * state->height, unsigned char);
886 memcpy(ret->tiles, state->tiles, state->width * state->height);
887 ret->barriers = snewn(state->width * state->height, unsigned char);
888 memcpy(ret->barriers, state->barriers, state->width * state->height);
893 static void free_game(game_state *state)
896 sfree(state->barriers);
900 static game_state *solve_game(game_state *state, game_aux_info *aux,
906 *error = "Solution not known for this puzzle";
910 assert(aux->width == state->width);
911 assert(aux->height == state->height);
912 ret = dup_game(state);
913 memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
914 ret->used_solve = ret->just_used_solve = TRUE;
915 ret->completed = ret->move_count = 1;
920 static char *game_text_format(game_state *state)
925 /* ----------------------------------------------------------------------
930 * Compute which squares are reachable from the centre square, as a
931 * quick visual aid to determining how close the game is to
932 * completion. This is also a simple way to tell if the game _is_
933 * completed - just call this function and see whether every square
936 * squares in the moving_row and moving_col are always inactive - this
937 * is so that "current" doesn't appear to jump across moving lines.
939 static unsigned char *compute_active(game_state *state,
940 int moving_row, int moving_col)
942 unsigned char *active;
946 active = snewn(state->width * state->height, unsigned char);
947 memset(active, 0, state->width * state->height);
950 * We only store (x,y) pairs in todo, but it's easier to reuse
951 * xyd_cmp and just store direction 0 every time.
953 todo = newtree234(xyd_cmp);
954 index(state, active, state->cx, state->cy) = ACTIVE;
955 add234(todo, new_xyd(state->cx, state->cy, 0));
957 while ( (xyd = delpos234(todo, 0)) != NULL) {
958 int x1, y1, d1, x2, y2, d2;
964 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
965 OFFSET(x2, y2, x1, y1, d1, state);
969 * If the next tile in this direction is connected to
970 * us, and there isn't a barrier in the way, and it
971 * isn't already marked active, then mark it active and
972 * add it to the to-examine list.
974 if ((x2 != moving_col && y2 != moving_row) &&
975 (tile(state, x1, y1) & d1) &&
976 (tile(state, x2, y2) & d2) &&
977 !(barrier(state, x1, y1) & d1) &&
978 !index(state, active, x2, y2)) {
979 index(state, active, x2, y2) = ACTIVE;
980 add234(todo, new_xyd(x2, y2, 0));
984 /* Now we expect the todo list to have shrunk to zero size. */
985 assert(count234(todo) == 0);
996 static game_ui *new_ui(game_state *state)
998 game_ui *ui = snew(game_ui);
999 ui->cur_x = state->width / 2;
1000 ui->cur_y = state->height / 2;
1001 ui->cur_visible = FALSE;
1006 static void free_ui(game_ui *ui)
1011 /* ----------------------------------------------------------------------
1015 static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row)
1017 int x = dir > 0 ? -1 : w;
1020 unsigned char endtile = tiles[row * w + tx];
1023 tx = (x + dir + w) % w;
1024 tiles[row * w + x] = tiles[row * w + tx];
1026 tiles[row * w + tx] = endtile;
1029 static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col)
1031 int y = dir > 0 ? -1 : h;
1034 unsigned char endtile = tiles[ty * w + col];
1037 ty = (y + dir + h) % h;
1038 tiles[y * w + col] = tiles[ty * w + col];
1040 tiles[ty * w + col] = endtile;
1043 static void slide_row(game_state *state, int dir, int row)
1045 slide_row_int(state->width, state->height, state->tiles, dir, row);
1048 static void slide_col(game_state *state, int dir, int col)
1050 slide_col_int(state->width, state->height, state->tiles, dir, col);
1053 static game_state *make_move(game_state *state, game_ui *ui,
1054 int x, int y, int button)
1060 button &= ~MOD_MASK;
1062 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
1065 cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1066 cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1068 if (cy >= 0 && cy < state->height && cy != state->cy)
1070 if (cx == -1) dx = +1;
1071 else if (cx == state->width) dx = -1;
1076 else if (cx >= 0 && cx < state->width && cx != state->cx)
1078 if (cy == -1) dy = +1;
1079 else if (cy == state->height) dy = -1;
1087 /* reverse direction if right hand button is pressed */
1088 if (button == RIGHT_BUTTON)
1094 ret = dup_game(state);
1095 ret->just_used_solve = FALSE;
1097 if (dx == 0) slide_col(ret, dy, cx);
1098 else slide_row(ret, dx, cy);
1101 ret->last_move_row = dx ? cy : -1;
1102 ret->last_move_col = dx ? -1 : cx;
1103 ret->last_move_dir = dx + dy;
1106 * See if the game has been completed.
1108 if (!ret->completed) {
1109 unsigned char *active = compute_active(ret, -1, -1);
1111 int complete = TRUE;
1113 for (x1 = 0; x1 < ret->width; x1++)
1114 for (y1 = 0; y1 < ret->height; y1++)
1115 if (!index(ret, active, x1, y1)) {
1117 goto break_label; /* break out of two loops at once */
1124 ret->completed = ret->move_count;
1130 /* ----------------------------------------------------------------------
1131 * Routines for drawing the game position on the screen.
1134 struct game_drawstate {
1137 unsigned char *visible;
1140 static game_drawstate *game_new_drawstate(game_state *state)
1142 game_drawstate *ds = snew(game_drawstate);
1144 ds->started = FALSE;
1145 ds->width = state->width;
1146 ds->height = state->height;
1147 ds->visible = snewn(state->width * state->height, unsigned char);
1148 memset(ds->visible, 0xFF, state->width * state->height);
1153 static void game_free_drawstate(game_drawstate *ds)
1159 static void game_size(game_params *params, int *x, int *y)
1161 *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
1162 *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
1165 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1169 ret = snewn(NCOLOURS * 3, float);
1170 *ncolours = NCOLOURS;
1173 * Basic background colour is whatever the front end thinks is
1174 * a sensible default.
1176 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1181 ret[COL_WIRE * 3 + 0] = 0.0F;
1182 ret[COL_WIRE * 3 + 1] = 0.0F;
1183 ret[COL_WIRE * 3 + 2] = 0.0F;
1186 * Powered wires and powered endpoints are cyan.
1188 ret[COL_POWERED * 3 + 0] = 0.0F;
1189 ret[COL_POWERED * 3 + 1] = 1.0F;
1190 ret[COL_POWERED * 3 + 2] = 1.0F;
1195 ret[COL_BARRIER * 3 + 0] = 1.0F;
1196 ret[COL_BARRIER * 3 + 1] = 0.0F;
1197 ret[COL_BARRIER * 3 + 2] = 0.0F;
1200 * Unpowered endpoints are blue.
1202 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1203 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1204 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1207 * Tile borders are a darker grey than the background.
1209 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1210 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1211 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1214 * Flashing tiles are a grey in between those two.
1216 ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1217 ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1218 ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1220 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
1221 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
1222 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
1223 ret[COL_TEXT * 3 + 0] = 0.0;
1224 ret[COL_TEXT * 3 + 1] = 0.0;
1225 ret[COL_TEXT * 3 + 2] = 0.0;
1230 static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
1233 draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
1234 draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
1235 draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
1236 draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
1237 draw_line(fe, x1, y1, x2, y2, colour);
1240 static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
1243 int mx = (x1 < x2 ? x1 : x2);
1244 int my = (y1 < y2 ? y1 : y2);
1245 int dx = (x2 + x1 - 2*mx + 1);
1246 int dy = (y2 + y1 - 2*my + 1);
1248 draw_rect(fe, mx, my, dx, dy, colour);
1251 static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
1253 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1254 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1255 int x1, y1, dx, dy, dir2;
1260 dx = X(dir) + X(dir2);
1261 dy = Y(dir) + Y(dir2);
1262 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1263 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1266 draw_rect_coords(fe, bx+x1, by+y1,
1267 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
1269 draw_rect_coords(fe, bx+x1, by+y1,
1270 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
1273 draw_rect_coords(fe, bx+x1, by+y1,
1274 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
1279 static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
1281 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1282 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1285 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
1286 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
1287 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1288 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1291 draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
1293 draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
1297 static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
1298 float xshift, float yshift)
1300 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
1301 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
1302 float cx, cy, ex, ey;
1306 * When we draw a single tile, we must draw everything up to
1307 * and including the borders around the tile. This means that
1308 * if the neighbouring tiles have connections to those borders,
1309 * we must draw those connections on the borders themselves.
1311 * This would be terribly fiddly if we ever had to draw a tile
1312 * while its neighbour was in mid-rotate, because we'd have to
1313 * arrange to _know_ that the neighbour was being rotated and
1314 * hence had an anomalous effect on the redraw of this tile.
1315 * Fortunately, the drawing algorithm avoids ever calling us in
1316 * this circumstance: we're either drawing lots of straight
1317 * tiles at game start or after a move is complete, or we're
1318 * repeatedly drawing only the rotating tile. So no problem.
1322 * So. First blank the tile out completely: draw a big
1323 * rectangle in border colour, and a smaller rectangle in
1324 * background colour to fill it in.
1326 draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
1328 draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
1329 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
1330 tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
1335 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
1336 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
1337 for (dir = 1; dir < 0x10; dir <<= 1) {
1339 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1340 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1341 draw_thick_line(fe, bx+(int)cx, by+(int)cy,
1342 bx+(int)(cx+ex), by+(int)(cy+ey),
1346 for (dir = 1; dir < 0x10; dir <<= 1) {
1348 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1349 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1350 draw_line(fe, bx+(int)cx, by+(int)cy,
1351 bx+(int)(cx+ex), by+(int)(cy+ey), col);
1356 * Draw the box in the middle. We do this in blue if the tile
1357 * is an unpowered endpoint, in cyan if the tile is a powered
1358 * endpoint, in black if the tile is the centrepiece, and
1359 * otherwise not at all.
1362 if (x == state->cx && y == state->cy)
1364 else if (COUNT(tile) == 1) {
1365 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
1370 points[0] = +1; points[1] = +1;
1371 points[2] = +1; points[3] = -1;
1372 points[4] = -1; points[5] = -1;
1373 points[6] = -1; points[7] = +1;
1375 for (i = 0; i < 8; i += 2) {
1376 ex = (TILE_SIZE * 0.24F) * points[i];
1377 ey = (TILE_SIZE * 0.24F) * points[i+1];
1378 points[i] = bx+(int)(cx+ex);
1379 points[i+1] = by+(int)(cy+ey);
1382 draw_polygon(fe, points, 4, TRUE, col);
1383 draw_polygon(fe, points, 4, FALSE, COL_WIRE);
1387 * Draw the points on the border if other tiles are connected
1390 for (dir = 1; dir < 0x10; dir <<= 1) {
1391 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
1399 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
1402 if (!(tile(state, ox, oy) & F(dir)))
1405 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
1406 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
1407 lx = dx * (TILE_BORDER-1);
1408 ly = dy * (TILE_BORDER-1);
1412 if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) {
1414 * If we are fully connected to the other tile, we must
1415 * draw right across the tile border. (We can use our
1416 * own ACTIVE state to determine what colour to do this
1417 * in: if we are fully connected to the other tile then
1418 * the two ACTIVE states will be the same.)
1420 draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
1421 draw_rect_coords(fe, px, py, px+lx, py+ly,
1422 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
1425 * The other tile extends into our border, but isn't
1426 * actually connected to us. Just draw a single black
1429 draw_rect_coords(fe, px, py, px, py, COL_WIRE);
1433 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1436 static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y)
1440 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1441 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1443 * Draw barrier corners, and then barriers.
1445 for (phase = 0; phase < 2; phase++) {
1446 for (dir = 1; dir < 0x10; dir <<= 1)
1447 if (barrier(state, x, y) & (dir << 4))
1448 draw_barrier_corner(fe, x, y, dir << 4, phase);
1449 for (dir = 1; dir < 0x10; dir <<= 1)
1450 if (barrier(state, x, y) & dir)
1451 draw_barrier(fe, x, y, dir, phase);
1454 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1457 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
1460 int ydy = -xdx, ydx = xdy;
1462 x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
1463 y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
1465 #define POINT(n, xx, yy) ( \
1466 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1467 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1469 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
1470 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
1471 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
1472 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
1473 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
1474 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
1475 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
1477 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
1478 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
1481 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1482 game_state *state, int dir, game_ui *ui, float t, float ft)
1484 int x, y, tx, ty, frame;
1485 unsigned char *active;
1490 * Clear the screen and draw the exterior barrier lines if this
1491 * is our first call.
1499 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
1500 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
1502 draw_update(fe, 0, 0,
1503 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
1504 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
1506 for (phase = 0; phase < 2; phase++) {
1508 for (x = 0; x < ds->width; x++) {
1509 if (barrier(state, x, 0) & UL)
1510 draw_barrier_corner(fe, x, -1, LD, phase);
1511 if (barrier(state, x, 0) & RU)
1512 draw_barrier_corner(fe, x, -1, DR, phase);
1513 if (barrier(state, x, 0) & U)
1514 draw_barrier(fe, x, -1, D, phase);
1515 if (barrier(state, x, ds->height-1) & DR)
1516 draw_barrier_corner(fe, x, ds->height, RU, phase);
1517 if (barrier(state, x, ds->height-1) & LD)
1518 draw_barrier_corner(fe, x, ds->height, UL, phase);
1519 if (barrier(state, x, ds->height-1) & D)
1520 draw_barrier(fe, x, ds->height, U, phase);
1523 for (y = 0; y < ds->height; y++) {
1524 if (barrier(state, 0, y) & UL)
1525 draw_barrier_corner(fe, -1, y, RU, phase);
1526 if (barrier(state, 0, y) & LD)
1527 draw_barrier_corner(fe, -1, y, DR, phase);
1528 if (barrier(state, 0, y) & L)
1529 draw_barrier(fe, -1, y, R, phase);
1530 if (barrier(state, ds->width-1, y) & RU)
1531 draw_barrier_corner(fe, ds->width, y, UL, phase);
1532 if (barrier(state, ds->width-1, y) & DR)
1533 draw_barrier_corner(fe, ds->width, y, LD, phase);
1534 if (barrier(state, ds->width-1, y) & R)
1535 draw_barrier(fe, ds->width, y, L, phase);
1540 * Arrows for making moves.
1542 for (x = 0; x < ds->width; x++) {
1543 if (x == state->cx) continue;
1544 draw_arrow(fe, x, 0, +1, 0);
1545 draw_arrow(fe, x+1, ds->height, -1, 0);
1547 for (y = 0; y < ds->height; y++) {
1548 if (y == state->cy) continue;
1549 draw_arrow(fe, ds->width, y, 0, +1);
1550 draw_arrow(fe, 0, y+1, 0, -1);
1554 /* Check if this is an undo. If so, we will need to run any animation
1557 if (oldstate && oldstate->move_count > state->move_count) {
1558 game_state * tmpstate = state;
1560 oldstate = tmpstate;
1565 if (oldstate && (t < ANIM_TIME)) {
1567 * We're animating a slide, of row/column number
1568 * state->last_move_pos, in direction
1569 * state->last_move_dir
1571 xshift = state->last_move_row == -1 ? 0.0 :
1572 (1 - t / ANIM_TIME) * state->last_move_dir;
1573 yshift = state->last_move_col == -1 ? 0.0 :
1574 (1 - t / ANIM_TIME) * state->last_move_dir;
1580 * We're animating a completion flash. Find which frame
1583 frame = (int)(ft / FLASH_FRAME);
1587 * Draw any tile which differs from the way it was last drawn.
1589 if (xshift != 0.0 || yshift != 0.0) {
1590 active = compute_active(state,
1591 state->last_move_row, state->last_move_col);
1593 active = compute_active(state, -1, -1);
1597 BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
1598 TILE_SIZE * state->width + TILE_BORDER,
1599 TILE_SIZE * state->height + TILE_BORDER);
1601 for (x = 0; x < ds->width; x++)
1602 for (y = 0; y < ds->height; y++) {
1603 unsigned char c = tile(state, x, y) | index(state, active, x, y);
1606 * In a completion flash, we adjust the FLASHING bit
1607 * depending on our distance from the centre point and
1611 int xdist, ydist, dist;
1612 xdist = (x < state->cx ? state->cx - x : x - state->cx);
1613 ydist = (y < state->cy ? state->cy - y : y - state->cy);
1614 dist = (xdist > ydist ? xdist : ydist);
1616 if (frame >= dist && frame < dist+4) {
1617 int flash = (frame - dist) & 1;
1618 flash = flash ? FLASHING : 0;
1619 c = (c &~ FLASHING) | flash;
1623 if (index(state, ds->visible, x, y) != c ||
1624 index(state, ds->visible, x, y) == 0xFF ||
1625 (x == state->last_move_col || y == state->last_move_row))
1627 float xs = (y == state->last_move_row ? xshift : 0.0);
1628 float ys = (x == state->last_move_col ? yshift : 0.0);
1630 draw_tile(fe, state, x, y, c, xs, ys);
1631 if (xs < 0 && x == 0)
1632 draw_tile(fe, state, state->width, y, c, xs, ys);
1633 else if (xs > 0 && x == state->width - 1)
1634 draw_tile(fe, state, -1, y, c, xs, ys);
1635 else if (ys < 0 && y == 0)
1636 draw_tile(fe, state, x, state->height, c, xs, ys);
1637 else if (ys > 0 && y == state->height - 1)
1638 draw_tile(fe, state, x, -1, c, xs, ys);
1640 if (x == state->last_move_col || y == state->last_move_row)
1641 index(state, ds->visible, x, y) = 0xFF;
1643 index(state, ds->visible, x, y) = c;
1647 for (x = 0; x < ds->width; x++)
1648 for (y = 0; y < ds->height; y++)
1649 draw_tile_barriers(fe, state, x, y);
1654 * Update the status bar.
1657 char statusbuf[256];
1660 n = state->width * state->height;
1661 for (i = a = 0; i < n; i++)
1665 if (state->used_solve)
1666 sprintf(statusbuf, "Moves since auto-solve: %d",
1667 state->move_count - state->completed);
1669 sprintf(statusbuf, "%sMoves: %d",
1670 (state->completed ? "COMPLETED! " : ""),
1671 (state->completed ? state->completed : state->move_count));
1673 if (state->movetarget)
1674 sprintf(statusbuf + strlen(statusbuf), " (target %d)",
1677 sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
1679 status_bar(fe, statusbuf);
1685 static float game_anim_length(game_state *oldstate,
1686 game_state *newstate, int dir, game_ui *ui)
1689 * Don't animate an auto-solve move.
1691 if ((dir > 0 && newstate->just_used_solve) ||
1692 (dir < 0 && oldstate->just_used_solve))
1698 static float game_flash_length(game_state *oldstate,
1699 game_state *newstate, int dir, game_ui *ui)
1702 * If the game has just been completed, we display a completion
1705 if (!oldstate->completed && newstate->completed &&
1706 !oldstate->used_solve && !newstate->used_solve) {
1709 if (size < newstate->cx+1)
1710 size = newstate->cx+1;
1711 if (size < newstate->cy+1)
1712 size = newstate->cy+1;
1713 if (size < newstate->width - newstate->cx)
1714 size = newstate->width - newstate->cx;
1715 if (size < newstate->height - newstate->cy)
1716 size = newstate->height - newstate->cy;
1717 return FLASH_FRAME * (size+4);
1723 static int game_wants_statusbar(void)
1728 static int game_timing_state(game_state *state)
1734 #define thegame netslide
1737 const struct game thegame = {
1738 "Netslide", "games.netslide",
1745 TRUE, game_configure, custom_params,
1754 FALSE, game_text_format,
1761 game_free_drawstate,
1765 game_wants_statusbar,
1766 FALSE, game_timing_state,