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, 1.0, " easy"},
163 {3, 3, FALSE, 0.0, " medium"},
164 {3, 3, TRUE, 0.0, " hard"},
165 {4, 4, FALSE, 1.0, " easy"},
166 {4, 4, FALSE, 0.0, " medium"},
167 {4, 4, TRUE, 0.0, " hard"},
168 {5, 5, FALSE, 1.0, " easy"},
169 {5, 5, FALSE, 0.0, " medium"},
170 {5, 5, TRUE, 0.0, " 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 = 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 = 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 char *game_text_format(game_state *state)
903 /* ----------------------------------------------------------------------
908 * Compute which squares are reachable from the centre square, as a
909 * quick visual aid to determining how close the game is to
910 * completion. This is also a simple way to tell if the game _is_
911 * completed - just call this function and see whether every square
914 * squares in the moving_row and moving_col are always inactive - this
915 * is so that "current" doesn't appear to jump across moving lines.
917 static unsigned char *compute_active(game_state *state,
918 int moving_row, int moving_col)
920 unsigned char *active;
924 active = snewn(state->width * state->height, unsigned char);
925 memset(active, 0, state->width * state->height);
928 * We only store (x,y) pairs in todo, but it's easier to reuse
929 * xyd_cmp and just store direction 0 every time.
931 todo = newtree234(xyd_cmp);
932 index(state, active, state->cx, state->cy) = ACTIVE;
933 add234(todo, new_xyd(state->cx, state->cy, 0));
935 while ( (xyd = delpos234(todo, 0)) != NULL) {
936 int x1, y1, d1, x2, y2, d2;
942 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
943 OFFSET(x2, y2, x1, y1, d1, state);
947 * If the next tile in this direction is connected to
948 * us, and there isn't a barrier in the way, and it
949 * isn't already marked active, then mark it active and
950 * add it to the to-examine list.
952 if ((x2 != moving_col && y2 != moving_row) &&
953 (tile(state, x1, y1) & d1) &&
954 (tile(state, x2, y2) & d2) &&
955 !(barrier(state, x1, y1) & d1) &&
956 !index(state, active, x2, y2)) {
957 index(state, active, x2, y2) = ACTIVE;
958 add234(todo, new_xyd(x2, y2, 0));
962 /* Now we expect the todo list to have shrunk to zero size. */
963 assert(count234(todo) == 0);
974 static game_ui *new_ui(game_state *state)
976 game_ui *ui = snew(game_ui);
977 ui->cur_x = state->width / 2;
978 ui->cur_y = state->height / 2;
979 ui->cur_visible = FALSE;
984 static void free_ui(game_ui *ui)
989 static char *encode_ui(game_ui *ui)
994 static void decode_ui(game_ui *ui, char *encoding)
998 /* ----------------------------------------------------------------------
1002 static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row)
1004 int x = dir > 0 ? -1 : w;
1007 unsigned char endtile = tiles[row * w + tx];
1010 tx = (x + dir + w) % w;
1011 tiles[row * w + x] = tiles[row * w + tx];
1013 tiles[row * w + tx] = endtile;
1016 static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col)
1018 int y = dir > 0 ? -1 : h;
1021 unsigned char endtile = tiles[ty * w + col];
1024 ty = (y + dir + h) % h;
1025 tiles[y * w + col] = tiles[ty * w + col];
1027 tiles[ty * w + col] = endtile;
1030 static void slide_row(game_state *state, int dir, int row)
1032 slide_row_int(state->width, state->height, state->tiles, dir, row);
1035 static void slide_col(game_state *state, int dir, int col)
1037 slide_col_int(state->width, state->height, state->tiles, dir, col);
1040 static void game_changed_state(game_ui *ui, game_state *oldstate,
1041 game_state *newstate)
1045 struct game_drawstate {
1049 unsigned char *visible;
1052 static char *interpret_move(game_state *state, game_ui *ui,
1053 game_drawstate *ds, int x, int y, int button)
1059 button &= ~MOD_MASK;
1061 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
1064 cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1065 cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1067 if (cy >= 0 && cy < state->height && cy != state->cy)
1069 if (cx == -1) dx = +1;
1070 else if (cx == state->width) dx = -1;
1075 else if (cx >= 0 && cx < state->width && cx != state->cx)
1077 if (cy == -1) dy = +1;
1078 else if (cy == state->height) dy = -1;
1086 /* reverse direction if right hand button is pressed */
1087 if (button == RIGHT_BUTTON)
1094 sprintf(buf, "C%d,%d", cx, dy);
1096 sprintf(buf, "R%d,%d", cy, dx);
1100 static game_state *execute_move(game_state *from, char *move)
1105 if ((move[0] == 'C' || move[0] == 'R') &&
1106 sscanf(move+1, "%d,%d", &c, &d) == 2 &&
1107 c >= 0 && c < (move[0] == 'C' ? from->width : from->height)) {
1108 col = (move[0] == 'C');
1109 } else if (move[0] == 'S' &&
1110 strlen(move) == from->width * from->height + 1) {
1112 ret = dup_game(from);
1113 ret->used_solve = TRUE;
1114 ret->completed = ret->move_count = 1;
1116 for (i = 0; i < from->width * from->height; i++) {
1118 if (c >= '0' && c <= '9')
1120 else if (c >= 'A' && c <= 'F')
1122 else if (c >= 'a' && c <= 'f')
1132 return NULL; /* can't parse move string */
1134 ret = dup_game(from);
1137 slide_col(ret, d, c);
1139 slide_row(ret, d, c);
1142 ret->last_move_row = col ? -1 : c;
1143 ret->last_move_col = col ? c : -1;
1144 ret->last_move_dir = d;
1147 * See if the game has been completed.
1149 if (!ret->completed) {
1150 unsigned char *active = compute_active(ret, -1, -1);
1152 int complete = TRUE;
1154 for (x1 = 0; x1 < ret->width; x1++)
1155 for (y1 = 0; y1 < ret->height; y1++)
1156 if (!index(ret, active, x1, y1)) {
1158 goto break_label; /* break out of two loops at once */
1165 ret->completed = ret->move_count;
1171 /* ----------------------------------------------------------------------
1172 * Routines for drawing the game position on the screen.
1175 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1177 game_drawstate *ds = snew(game_drawstate);
1179 ds->started = FALSE;
1180 ds->width = state->width;
1181 ds->height = state->height;
1182 ds->visible = snewn(state->width * state->height, unsigned char);
1183 ds->tilesize = 0; /* not decided yet */
1184 memset(ds->visible, 0xFF, state->width * state->height);
1189 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1195 static void game_compute_size(game_params *params, int tilesize,
1198 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1199 struct { int tilesize; } ads, *ds = &ads;
1200 ads.tilesize = tilesize;
1202 *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
1203 *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
1206 static void game_set_size(drawing *dr, game_drawstate *ds,
1207 game_params *params, int tilesize)
1209 ds->tilesize = tilesize;
1212 static float *game_colours(frontend *fe, int *ncolours)
1216 ret = snewn(NCOLOURS * 3, float);
1217 *ncolours = NCOLOURS;
1220 * Basic background colour is whatever the front end thinks is
1221 * a sensible default.
1223 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1228 ret[COL_WIRE * 3 + 0] = 0.0F;
1229 ret[COL_WIRE * 3 + 1] = 0.0F;
1230 ret[COL_WIRE * 3 + 2] = 0.0F;
1233 * Powered wires and powered endpoints are cyan.
1235 ret[COL_POWERED * 3 + 0] = 0.0F;
1236 ret[COL_POWERED * 3 + 1] = 1.0F;
1237 ret[COL_POWERED * 3 + 2] = 1.0F;
1242 ret[COL_BARRIER * 3 + 0] = 1.0F;
1243 ret[COL_BARRIER * 3 + 1] = 0.0F;
1244 ret[COL_BARRIER * 3 + 2] = 0.0F;
1247 * Unpowered endpoints are blue.
1249 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1250 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1251 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1254 * Tile borders are a darker grey than the background.
1256 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1257 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1258 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1261 * Flashing tiles are a grey in between those two.
1263 ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1264 ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1265 ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1267 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
1268 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
1269 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
1270 ret[COL_TEXT * 3 + 0] = 0.0;
1271 ret[COL_TEXT * 3 + 1] = 0.0;
1272 ret[COL_TEXT * 3 + 2] = 0.0;
1277 static void draw_thick_line(drawing *dr, int x1, int y1, int x2, int y2,
1280 draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
1281 draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
1282 draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE);
1283 draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE);
1284 draw_line(dr, x1, y1, x2, y2, colour);
1287 static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2,
1290 int mx = (x1 < x2 ? x1 : x2);
1291 int my = (y1 < y2 ? y1 : y2);
1292 int dx = (x2 + x1 - 2*mx + 1);
1293 int dy = (y2 + y1 - 2*my + 1);
1295 draw_rect(dr, mx, my, dx, dy, colour);
1298 static void draw_barrier_corner(drawing *dr, game_drawstate *ds,
1299 int x, int y, int dir, int phase)
1301 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1302 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1303 int x1, y1, dx, dy, dir2;
1308 dx = X(dir) + X(dir2);
1309 dy = Y(dir) + Y(dir2);
1310 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1311 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1314 draw_rect_coords(dr, bx+x1, by+y1,
1315 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
1317 draw_rect_coords(dr, bx+x1, by+y1,
1318 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
1321 draw_rect_coords(dr, bx+x1, by+y1,
1322 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
1327 static void draw_barrier(drawing *dr, game_drawstate *ds,
1328 int x, int y, int dir, int phase)
1330 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1331 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1334 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
1335 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
1336 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1337 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1340 draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
1342 draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER);
1346 static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
1347 int x, int y, int tile, float xshift, float yshift)
1349 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
1350 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
1351 float cx, cy, ex, ey;
1355 * When we draw a single tile, we must draw everything up to
1356 * and including the borders around the tile. This means that
1357 * if the neighbouring tiles have connections to those borders,
1358 * we must draw those connections on the borders themselves.
1360 * This would be terribly fiddly if we ever had to draw a tile
1361 * while its neighbour was in mid-rotate, because we'd have to
1362 * arrange to _know_ that the neighbour was being rotated and
1363 * hence had an anomalous effect on the redraw of this tile.
1364 * Fortunately, the drawing algorithm avoids ever calling us in
1365 * this circumstance: we're either drawing lots of straight
1366 * tiles at game start or after a move is complete, or we're
1367 * repeatedly drawing only the rotating tile. So no problem.
1371 * So. First blank the tile out completely: draw a big
1372 * rectangle in border colour, and a smaller rectangle in
1373 * background colour to fill it in.
1375 draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
1377 draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER,
1378 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
1379 tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
1384 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
1385 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
1386 for (dir = 1; dir < 0x10; dir <<= 1) {
1388 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1389 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1390 draw_thick_line(dr, bx+(int)cx, by+(int)cy,
1391 bx+(int)(cx+ex), by+(int)(cy+ey),
1395 for (dir = 1; dir < 0x10; dir <<= 1) {
1397 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1398 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1399 draw_line(dr, bx+(int)cx, by+(int)cy,
1400 bx+(int)(cx+ex), by+(int)(cy+ey), col);
1405 * Draw the box in the middle. We do this in blue if the tile
1406 * is an unpowered endpoint, in cyan if the tile is a powered
1407 * endpoint, in black if the tile is the centrepiece, and
1408 * otherwise not at all.
1411 if (x == state->cx && y == state->cy)
1413 else if (COUNT(tile) == 1) {
1414 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
1419 points[0] = +1; points[1] = +1;
1420 points[2] = +1; points[3] = -1;
1421 points[4] = -1; points[5] = -1;
1422 points[6] = -1; points[7] = +1;
1424 for (i = 0; i < 8; i += 2) {
1425 ex = (TILE_SIZE * 0.24F) * points[i];
1426 ey = (TILE_SIZE * 0.24F) * points[i+1];
1427 points[i] = bx+(int)(cx+ex);
1428 points[i+1] = by+(int)(cy+ey);
1431 draw_polygon(dr, points, 4, col, COL_WIRE);
1435 * Draw the points on the border if other tiles are connected
1438 for (dir = 1; dir < 0x10; dir <<= 1) {
1439 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
1447 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
1450 if (!(tile(state, ox, oy) & F(dir)))
1453 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
1454 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
1455 lx = dx * (TILE_BORDER-1);
1456 ly = dy * (TILE_BORDER-1);
1460 if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) {
1462 * If we are fully connected to the other tile, we must
1463 * draw right across the tile border. (We can use our
1464 * own ACTIVE state to determine what colour to do this
1465 * in: if we are fully connected to the other tile then
1466 * the two ACTIVE states will be the same.)
1468 draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
1469 draw_rect_coords(dr, px, py, px+lx, py+ly,
1470 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
1473 * The other tile extends into our border, but isn't
1474 * actually connected to us. Just draw a single black
1477 draw_rect_coords(dr, px, py, px, py, COL_WIRE);
1481 draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1484 static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
1485 game_state *state, int x, int y)
1489 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1490 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1492 * Draw barrier corners, and then barriers.
1494 for (phase = 0; phase < 2; phase++) {
1495 for (dir = 1; dir < 0x10; dir <<= 1)
1496 if (barrier(state, x, y) & (dir << 4))
1497 draw_barrier_corner(dr, ds, x, y, dir << 4, phase);
1498 for (dir = 1; dir < 0x10; dir <<= 1)
1499 if (barrier(state, x, y) & dir)
1500 draw_barrier(dr, ds, x, y, dir, phase);
1503 draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1506 static void draw_arrow(drawing *dr, game_drawstate *ds,
1507 int x, int y, int xdx, int xdy)
1510 int ydy = -xdx, ydx = xdy;
1512 x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
1513 y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
1515 #define POINT(n, xx, yy) ( \
1516 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1517 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1519 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
1520 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
1521 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
1522 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
1523 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
1524 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
1525 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
1527 draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
1530 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1531 game_state *state, int dir, game_ui *ui, float t, float ft)
1533 int x, y, tx, ty, frame;
1534 unsigned char *active;
1539 * Clear the screen and draw the exterior barrier lines if this
1540 * is our first call.
1548 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
1549 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
1551 draw_update(dr, 0, 0,
1552 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
1553 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
1555 for (phase = 0; phase < 2; phase++) {
1557 for (x = 0; x < ds->width; x++) {
1558 if (barrier(state, x, 0) & UL)
1559 draw_barrier_corner(dr, ds, x, -1, LD, phase);
1560 if (barrier(state, x, 0) & RU)
1561 draw_barrier_corner(dr, ds, x, -1, DR, phase);
1562 if (barrier(state, x, 0) & U)
1563 draw_barrier(dr, ds, x, -1, D, phase);
1564 if (barrier(state, x, ds->height-1) & DR)
1565 draw_barrier_corner(dr, ds, x, ds->height, RU, phase);
1566 if (barrier(state, x, ds->height-1) & LD)
1567 draw_barrier_corner(dr, ds, x, ds->height, UL, phase);
1568 if (barrier(state, x, ds->height-1) & D)
1569 draw_barrier(dr, ds, x, ds->height, U, phase);
1572 for (y = 0; y < ds->height; y++) {
1573 if (barrier(state, 0, y) & UL)
1574 draw_barrier_corner(dr, ds, -1, y, RU, phase);
1575 if (barrier(state, 0, y) & LD)
1576 draw_barrier_corner(dr, ds, -1, y, DR, phase);
1577 if (barrier(state, 0, y) & L)
1578 draw_barrier(dr, ds, -1, y, R, phase);
1579 if (barrier(state, ds->width-1, y) & RU)
1580 draw_barrier_corner(dr, ds, ds->width, y, UL, phase);
1581 if (barrier(state, ds->width-1, y) & DR)
1582 draw_barrier_corner(dr, ds, ds->width, y, LD, phase);
1583 if (barrier(state, ds->width-1, y) & R)
1584 draw_barrier(dr, ds, ds->width, y, L, phase);
1589 * Arrows for making moves.
1591 for (x = 0; x < ds->width; x++) {
1592 if (x == state->cx) continue;
1593 draw_arrow(dr, ds, x, 0, +1, 0);
1594 draw_arrow(dr, ds, x+1, ds->height, -1, 0);
1596 for (y = 0; y < ds->height; y++) {
1597 if (y == state->cy) continue;
1598 draw_arrow(dr, ds, ds->width, y, 0, +1);
1599 draw_arrow(dr, ds, 0, y+1, 0, -1);
1603 /* Check if this is an undo. If so, we will need to run any animation
1606 if (oldstate && oldstate->move_count > state->move_count) {
1607 game_state * tmpstate = state;
1609 oldstate = tmpstate;
1614 if (oldstate && (t < ANIM_TIME)) {
1616 * We're animating a slide, of row/column number
1617 * state->last_move_pos, in direction
1618 * state->last_move_dir
1620 xshift = state->last_move_row == -1 ? 0.0 :
1621 (1 - t / ANIM_TIME) * state->last_move_dir;
1622 yshift = state->last_move_col == -1 ? 0.0 :
1623 (1 - t / ANIM_TIME) * state->last_move_dir;
1629 * We're animating a completion flash. Find which frame
1632 frame = (int)(ft / FLASH_FRAME);
1636 * Draw any tile which differs from the way it was last drawn.
1638 if (xshift != 0.0 || yshift != 0.0) {
1639 active = compute_active(state,
1640 state->last_move_row, state->last_move_col);
1642 active = compute_active(state, -1, -1);
1646 BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
1647 TILE_SIZE * state->width + TILE_BORDER,
1648 TILE_SIZE * state->height + TILE_BORDER);
1650 for (x = 0; x < ds->width; x++)
1651 for (y = 0; y < ds->height; y++) {
1652 unsigned char c = tile(state, x, y) | index(state, active, x, y);
1655 * In a completion flash, we adjust the FLASHING bit
1656 * depending on our distance from the centre point and
1660 int xdist, ydist, dist;
1661 xdist = (x < state->cx ? state->cx - x : x - state->cx);
1662 ydist = (y < state->cy ? state->cy - y : y - state->cy);
1663 dist = (xdist > ydist ? xdist : ydist);
1665 if (frame >= dist && frame < dist+4) {
1666 int flash = (frame - dist) & 1;
1667 flash = flash ? FLASHING : 0;
1668 c = (c &~ FLASHING) | flash;
1672 if (index(state, ds->visible, x, y) != c ||
1673 index(state, ds->visible, x, y) == 0xFF ||
1674 (x == state->last_move_col || y == state->last_move_row))
1676 float xs = (y == state->last_move_row ? xshift : 0.0);
1677 float ys = (x == state->last_move_col ? yshift : 0.0);
1679 draw_tile(dr, ds, state, x, y, c, xs, ys);
1680 if (xs < 0 && x == 0)
1681 draw_tile(dr, ds, state, state->width, y, c, xs, ys);
1682 else if (xs > 0 && x == state->width - 1)
1683 draw_tile(dr, ds, state, -1, y, c, xs, ys);
1684 else if (ys < 0 && y == 0)
1685 draw_tile(dr, ds, state, x, state->height, c, xs, ys);
1686 else if (ys > 0 && y == state->height - 1)
1687 draw_tile(dr, ds, state, x, -1, c, xs, ys);
1689 if (x == state->last_move_col || y == state->last_move_row)
1690 index(state, ds->visible, x, y) = 0xFF;
1692 index(state, ds->visible, x, y) = c;
1696 for (x = 0; x < ds->width; x++)
1697 for (y = 0; y < ds->height; y++)
1698 draw_tile_barriers(dr, ds, state, x, y);
1703 * Update the status bar.
1706 char statusbuf[256];
1709 n = state->width * state->height;
1710 for (i = a = 0; i < n; i++)
1714 if (state->used_solve)
1715 sprintf(statusbuf, "Moves since auto-solve: %d",
1716 state->move_count - state->completed);
1718 sprintf(statusbuf, "%sMoves: %d",
1719 (state->completed ? "COMPLETED! " : ""),
1720 (state->completed ? state->completed : state->move_count));
1722 if (state->movetarget)
1723 sprintf(statusbuf + strlen(statusbuf), " (target %d)",
1726 sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
1728 status_bar(dr, statusbuf);
1734 static float game_anim_length(game_state *oldstate,
1735 game_state *newstate, int dir, game_ui *ui)
1740 static float game_flash_length(game_state *oldstate,
1741 game_state *newstate, int dir, game_ui *ui)
1744 * If the game has just been completed, we display a completion
1747 if (!oldstate->completed && newstate->completed &&
1748 !oldstate->used_solve && !newstate->used_solve) {
1751 if (size < newstate->cx+1)
1752 size = newstate->cx+1;
1753 if (size < newstate->cy+1)
1754 size = newstate->cy+1;
1755 if (size < newstate->width - newstate->cx)
1756 size = newstate->width - newstate->cx;
1757 if (size < newstate->height - newstate->cy)
1758 size = newstate->height - newstate->cy;
1759 return FLASH_FRAME * (size+4);
1765 static int game_timing_state(game_state *state, game_ui *ui)
1770 static void game_print_size(game_params *params, float *x, float *y)
1774 static void game_print(drawing *dr, game_state *state, int tilesize)
1779 #define thegame netslide
1782 const struct game thegame = {
1783 "Netslide", "games.netslide", "netslide",
1790 TRUE, game_configure, custom_params,
1798 FALSE, game_text_format,
1806 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1809 game_free_drawstate,
1813 FALSE, FALSE, game_print_size, game_print,
1814 TRUE, /* wants_statusbar */
1815 FALSE, game_timing_state,