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) )
56 #define BORDER TILE_SIZE
58 #define WINDOW_OFFSET 0
60 #define ANIM_TIME 0.13F
61 #define FLASH_FRAME 0.07F
80 float barrier_probability;
84 struct game_aux_info {
90 int width, height, cx, cy, wrapping, completed;
91 int used_solve, just_used_solve;
92 int move_count, movetarget;
94 /* position (row or col number, starting at 0) of last move. */
95 int last_move_row, last_move_col;
97 /* direction of last move: +1 or -1 */
100 unsigned char *tiles;
101 unsigned char *barriers;
104 #define OFFSET(x2,y2,x1,y1,dir,state) \
105 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
106 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
108 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
109 #define tile(state, x, y) index(state, (state)->tiles, x, y)
110 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
116 static int xyd_cmp(void *av, void *bv) {
117 struct xyd *a = (struct xyd *)av;
118 struct xyd *b = (struct xyd *)bv;
127 if (a->direction < b->direction)
129 if (a->direction > b->direction)
134 static struct xyd *new_xyd(int x, int y, int direction)
136 struct xyd *xyd = snew(struct xyd);
139 xyd->direction = direction;
143 static void slide_col(game_state *state, int dir, int col);
144 static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col);
145 static void slide_row(game_state *state, int dir, int row);
146 static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row);
148 /* ----------------------------------------------------------------------
149 * Manage game parameters.
151 static game_params *default_params(void)
153 game_params *ret = snew(game_params);
157 ret->wrapping = FALSE;
158 ret->barrier_probability = 1.0;
164 static int game_fetch_preset(int i, char **name, game_params **params)
168 static const struct { int x, y, wrap, bprob; const char* desc; } values[] = {
169 {3, 3, FALSE, 1.0, " easy"},
170 {3, 3, FALSE, 0.0, " medium"},
171 {3, 3, TRUE, 0.0, " hard"},
172 {4, 4, FALSE, 1.0, " easy"},
173 {4, 4, FALSE, 0.0, " medium"},
174 {4, 4, TRUE, 0.0, " hard"},
175 {5, 5, FALSE, 1.0, " easy"},
176 {5, 5, FALSE, 0.0, " medium"},
177 {5, 5, TRUE, 0.0, " hard"},
180 if (i < 0 || i >= lenof(values))
183 ret = snew(game_params);
184 ret->width = values[i].x;
185 ret->height = values[i].y;
186 ret->wrapping = values[i].wrap;
187 ret->barrier_probability = values[i].bprob;
190 sprintf(str, "%dx%d%s", ret->width, ret->height,
198 static void free_params(game_params *params)
203 static game_params *dup_params(game_params *params)
205 game_params *ret = snew(game_params);
206 *ret = *params; /* structure copy */
210 static void decode_params(game_params *ret, char const *string)
212 char const *p = string;
214 ret->wrapping = FALSE;
215 ret->barrier_probability = 0.0;
218 ret->width = atoi(p);
219 while (*p && isdigit(*p)) p++;
222 ret->height = atoi(p);
223 while (*p && isdigit(*p)) p++;
224 if ( (ret->wrapping = (*p == 'w')) != 0 )
227 ret->barrier_probability = atof(++p);
228 while (*p && (isdigit(*p) || *p == '.')) p++;
231 ret->movetarget = atoi(++p);
234 ret->height = ret->width;
238 static char *encode_params(game_params *params, int full)
243 len = sprintf(ret, "%dx%d", params->width, params->height);
244 if (params->wrapping)
246 if (full && params->barrier_probability)
247 len += sprintf(ret+len, "b%g", params->barrier_probability);
248 /* Shuffle limit is part of the limited parameters, because we have to
249 * provide the target move count. */
250 if (params->movetarget)
251 len += sprintf(ret+len, "m%d", params->movetarget);
252 assert(len < lenof(ret));
258 static config_item *game_configure(game_params *params)
263 ret = snewn(6, config_item);
265 ret[0].name = "Width";
266 ret[0].type = C_STRING;
267 sprintf(buf, "%d", params->width);
268 ret[0].sval = dupstr(buf);
271 ret[1].name = "Height";
272 ret[1].type = C_STRING;
273 sprintf(buf, "%d", params->height);
274 ret[1].sval = dupstr(buf);
277 ret[2].name = "Walls wrap around";
278 ret[2].type = C_BOOLEAN;
280 ret[2].ival = params->wrapping;
282 ret[3].name = "Barrier probability";
283 ret[3].type = C_STRING;
284 sprintf(buf, "%g", params->barrier_probability);
285 ret[3].sval = dupstr(buf);
288 ret[4].name = "Number of shuffling moves";
289 ret[4].type = C_STRING;
290 sprintf(buf, "%d", params->movetarget);
291 ret[4].sval = dupstr(buf);
302 static game_params *custom_params(config_item *cfg)
304 game_params *ret = snew(game_params);
306 ret->width = atoi(cfg[0].sval);
307 ret->height = atoi(cfg[1].sval);
308 ret->wrapping = cfg[2].ival;
309 ret->barrier_probability = (float)atof(cfg[3].sval);
310 ret->movetarget = atoi(cfg[4].sval);
315 static char *validate_params(game_params *params)
317 if (params->width <= 1 && params->height <= 1)
318 return "Width and height must both be greater than one";
319 if (params->width <= 1)
320 return "Width must be greater than one";
321 if (params->height <= 1)
322 return "Height must be greater than one";
323 if (params->barrier_probability < 0)
324 return "Barrier probability may not be negative";
325 if (params->barrier_probability > 1)
326 return "Barrier probability may not be greater than 1";
330 /* ----------------------------------------------------------------------
331 * Randomly select a new game description.
334 static char *new_game_desc(game_params *params, random_state *rs,
335 game_aux_info **aux, int interactive)
337 tree234 *possibilities, *barriertree;
338 int w, h, x, y, cx, cy, nbarriers;
339 unsigned char *tiles, *barriers;
345 tiles = snewn(w * h, unsigned char);
346 memset(tiles, 0, w * h);
347 barriers = snewn(w * h, unsigned char);
348 memset(barriers, 0, w * h);
354 * Construct the unshuffled grid.
356 * To do this, we simply start at the centre point, repeatedly
357 * choose a random possibility out of the available ways to
358 * extend a used square into an unused one, and do it. After
359 * extending the third line out of a square, we remove the
360 * fourth from the possibilities list to avoid any full-cross
361 * squares (which would make the game too easy because they
362 * only have one orientation).
364 * The slightly worrying thing is the avoidance of full-cross
365 * squares. Can this cause our unsophisticated construction
366 * algorithm to paint itself into a corner, by getting into a
367 * situation where there are some unreached squares and the
368 * only way to reach any of them is to extend a T-piece into a
371 * Answer: no it can't, and here's a proof.
373 * Any contiguous group of such unreachable squares must be
374 * surrounded on _all_ sides by T-pieces pointing away from the
375 * group. (If not, then there is a square which can be extended
376 * into one of the `unreachable' ones, and so it wasn't
377 * unreachable after all.) In particular, this implies that
378 * each contiguous group of unreachable squares must be
379 * rectangular in shape (any deviation from that yields a
380 * non-T-piece next to an `unreachable' square).
382 * So we have a rectangle of unreachable squares, with T-pieces
383 * forming a solid border around the rectangle. The corners of
384 * that border must be connected (since every tile connects all
385 * the lines arriving in it), and therefore the border must
386 * form a closed loop around the rectangle.
388 * But this can't have happened in the first place, since we
389 * _know_ we've avoided creating closed loops! Hence, no such
390 * situation can ever arise, and the naive grid construction
391 * algorithm will guaranteeably result in a complete grid
392 * containing no unreached squares, no full crosses _and_ no
395 possibilities = newtree234(xyd_cmp);
398 add234(possibilities, new_xyd(cx, cy, R));
400 add234(possibilities, new_xyd(cx, cy, U));
402 add234(possibilities, new_xyd(cx, cy, L));
404 add234(possibilities, new_xyd(cx, cy, D));
406 while (count234(possibilities) > 0) {
409 int x1, y1, d1, x2, y2, d2, d;
412 * Extract a randomly chosen possibility from the list.
414 i = random_upto(rs, count234(possibilities));
415 xyd = delpos234(possibilities, i);
421 OFFSET(x2, y2, x1, y1, d1, params);
424 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
425 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
429 * Make the connection. (We should be moving to an as yet
432 index(params, tiles, x1, y1) |= d1;
433 assert(index(params, tiles, x2, y2) == 0);
434 index(params, tiles, x2, y2) |= d2;
437 * If we have created a T-piece, remove its last
440 if (COUNT(index(params, tiles, x1, y1)) == 3) {
441 struct xyd xyd1, *xydp;
445 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
447 xydp = find234(possibilities, &xyd1, NULL);
451 printf("T-piece; removing (%d,%d,%c)\n",
452 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
454 del234(possibilities, xydp);
460 * Remove all other possibilities that were pointing at the
461 * tile we've just moved into.
463 for (d = 1; d < 0x10; d <<= 1) {
465 struct xyd xyd1, *xydp;
467 OFFSET(x3, y3, x2, y2, d, params);
474 xydp = find234(possibilities, &xyd1, NULL);
478 printf("Loop avoidance; removing (%d,%d,%c)\n",
479 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
481 del234(possibilities, xydp);
487 * Add new possibilities to the list for moving _out_ of
488 * the tile we have just moved into.
490 for (d = 1; d < 0x10; d <<= 1) {
494 continue; /* we've got this one already */
496 if (!params->wrapping) {
497 if (d == U && y2 == 0)
499 if (d == D && y2 == h-1)
501 if (d == L && x2 == 0)
503 if (d == R && x2 == w-1)
507 OFFSET(x3, y3, x2, y2, d, params);
509 if (index(params, tiles, x3, y3))
510 continue; /* this would create a loop */
513 printf("New frontier; adding (%d,%d,%c)\n",
514 x2, y2, "0RU3L567D9abcdef"[d]);
516 add234(possibilities, new_xyd(x2, y2, d));
519 /* Having done that, we should have no possibilities remaining. */
520 assert(count234(possibilities) == 0);
521 freetree234(possibilities);
524 * Now compute a list of the possible barrier locations.
526 barriertree = newtree234(xyd_cmp);
527 for (y = 0; y < h; y++) {
528 for (x = 0; x < w; x++) {
530 if (!(index(params, tiles, x, y) & R) &&
531 (params->wrapping || x < w-1))
532 add234(barriertree, new_xyd(x, y, R));
533 if (!(index(params, tiles, x, y) & D) &&
534 (params->wrapping || y < h-1))
535 add234(barriertree, new_xyd(x, y, D));
540 * Save the unshuffled grid. We do this using a separate
541 * reference-counted structure since it's a large chunk of
542 * memory which we don't want to have to replicate in every
543 * game state while playing.
546 game_aux_info *solution;
548 solution = snew(game_aux_info);
550 solution->height = h;
551 solution->tiles = snewn(w * h, unsigned char);
552 memcpy(solution->tiles, tiles, w * h);
558 * Now shuffle the grid.
559 * FIXME - this simply does a set of random moves to shuffle the pieces,
560 * although we make a token effort to avoid boring cases by avoiding moves
561 * that directly undo the previous one, or that repeat so often as to
562 * turn into fewer moves.
564 * A better way would be to number all the pieces, generate a placement
565 * for all the numbers as for "sixteen", observing parity constraints if
566 * neccessary, and then place the pieces according to their numbering.
567 * BUT - I'm not sure if this will work, since we disallow movement of
568 * the middle row and column.
574 int moves = params->movetarget;
575 int prevdir = -1, prevrowcol = -1, nrepeats = 0;
576 if (!moves) moves = cols * rows * 2;
577 for (i = 0; i < moves; /* incremented conditionally */) {
578 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
579 int dir = random_upto(rs, 4);
582 int col = random_upto(rs, cols);
583 if (col >= cx) col += 1; /* avoid centre */
584 if (col == prevrowcol) {
585 if (dir == 2-prevdir)
586 continue; /* undoes last move */
587 else if ((nrepeats+1)*2 > h)
588 continue; /* makes fewer moves */
590 slide_col_int(w, h, tiles, 1 - dir, col);
593 int row = random_upto(rs, rows);
594 if (row >= cy) row += 1; /* avoid centre */
595 if (row == prevrowcol) {
596 if (dir == 4-prevdir)
597 continue; /* undoes last move */
598 else if ((nrepeats+1)*2 > w)
599 continue; /* makes fewer moves */
601 slide_row_int(w, h, tiles, 2 - dir, row);
604 if (dir == prevdir && rowcol == prevrowcol)
610 i++; /* if we got here, the move was accepted */
615 * And now choose barrier locations. (We carefully do this
616 * _after_ shuffling, so that changing the barrier rate in the
617 * params while keeping the random seed the same will give the
618 * same shuffled grid and _only_ change the barrier locations.
619 * Also the way we choose barrier locations, by repeatedly
620 * choosing one possibility from the list until we have enough,
621 * is designed to ensure that raising the barrier rate while
622 * keeping the seed the same will provide a superset of the
623 * previous barrier set - i.e. if you ask for 10 barriers, and
624 * then decide that's still too hard and ask for 20, you'll get
625 * the original 10 plus 10 more, rather than getting 20 new
626 * ones and the chance of remembering your first 10.)
628 nbarriers = (int)(params->barrier_probability * count234(barriertree));
629 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
631 while (nbarriers > 0) {
634 int x1, y1, d1, x2, y2, d2;
637 * Extract a randomly chosen barrier from the list.
639 i = random_upto(rs, count234(barriertree));
640 xyd = delpos234(barriertree, i);
649 OFFSET(x2, y2, x1, y1, d1, params);
652 index(params, barriers, x1, y1) |= d1;
653 index(params, barriers, x2, y2) |= d2;
659 * Clean up the rest of the barrier list.
664 while ( (xyd = delpos234(barriertree, 0)) != NULL)
667 freetree234(barriertree);
671 * Finally, encode the grid into a string game description.
673 * My syntax is extremely simple: each square is encoded as a
674 * hex digit in which bit 0 means a connection on the right,
675 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
676 * encoding as used internally). Each digit is followed by
677 * optional barrier indicators: `v' means a vertical barrier to
678 * the right of it, and `h' means a horizontal barrier below
681 desc = snewn(w * h * 3 + 1, char);
683 for (y = 0; y < h; y++) {
684 for (x = 0; x < w; x++) {
685 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
686 if ((params->wrapping || x < w-1) &&
687 (index(params, barriers, x, y) & R))
689 if ((params->wrapping || y < h-1) &&
690 (index(params, barriers, x, y) & D))
694 assert(p - desc <= w*h*3);
703 static void game_free_aux_info(game_aux_info *aux)
709 static char *validate_desc(game_params *params, char *desc)
711 int w = params->width, h = params->height;
714 for (i = 0; i < w*h; i++) {
715 if (*desc >= '0' && *desc <= '9')
717 else if (*desc >= 'a' && *desc <= 'f')
719 else if (*desc >= 'A' && *desc <= 'F')
722 return "Game description shorter than expected";
724 return "Game description contained unexpected character";
726 while (*desc == 'h' || *desc == 'v')
730 return "Game description longer than expected";
735 /* ----------------------------------------------------------------------
736 * Construct an initial game state, given a description and parameters.
739 static game_state *new_game(midend_data *me, game_params *params, char *desc)
744 assert(params->width > 0 && params->height > 0);
745 assert(params->width > 1 || params->height > 1);
748 * Create a blank game state.
750 state = snew(game_state);
751 w = state->width = params->width;
752 h = state->height = params->height;
753 state->cx = state->width / 2;
754 state->cy = state->height / 2;
755 state->wrapping = params->wrapping;
756 state->movetarget = params->movetarget;
757 state->completed = 0;
758 state->used_solve = state->just_used_solve = FALSE;
759 state->move_count = 0;
760 state->last_move_row = -1;
761 state->last_move_col = -1;
762 state->last_move_dir = 0;
763 state->tiles = snewn(state->width * state->height, unsigned char);
764 memset(state->tiles, 0, state->width * state->height);
765 state->barriers = snewn(state->width * state->height, unsigned char);
766 memset(state->barriers, 0, state->width * state->height);
770 * Parse the game description into the grid.
772 for (y = 0; y < h; y++) {
773 for (x = 0; x < w; x++) {
774 if (*desc >= '0' && *desc <= '9')
775 tile(state, x, y) = *desc - '0';
776 else if (*desc >= 'a' && *desc <= 'f')
777 tile(state, x, y) = *desc - 'a' + 10;
778 else if (*desc >= 'A' && *desc <= 'F')
779 tile(state, x, y) = *desc - 'A' + 10;
782 while (*desc == 'h' || *desc == 'v') {
789 OFFSET(x2, y2, x, y, d1, state);
792 barrier(state, x, y) |= d1;
793 barrier(state, x2, y2) |= d2;
801 * Set up border barriers if this is a non-wrapping game.
803 if (!state->wrapping) {
804 for (x = 0; x < state->width; x++) {
805 barrier(state, x, 0) |= U;
806 barrier(state, x, state->height-1) |= D;
808 for (y = 0; y < state->height; y++) {
809 barrier(state, 0, y) |= L;
810 barrier(state, state->width-1, y) |= R;
815 * Set up the barrier corner flags, for drawing barriers
816 * prettily when they meet.
818 for (y = 0; y < state->height; y++) {
819 for (x = 0; x < state->width; x++) {
822 for (dir = 1; dir < 0x10; dir <<= 1) {
824 int x1, y1, x2, y2, x3, y3;
827 if (!(barrier(state, x, y) & dir))
830 if (barrier(state, x, y) & dir2)
833 x1 = x + X(dir), y1 = y + Y(dir);
834 if (x1 >= 0 && x1 < state->width &&
835 y1 >= 0 && y1 < state->height &&
836 (barrier(state, x1, y1) & dir2))
839 x2 = x + X(dir2), y2 = y + Y(dir2);
840 if (x2 >= 0 && x2 < state->width &&
841 y2 >= 0 && y2 < state->height &&
842 (barrier(state, x2, y2) & dir))
846 barrier(state, x, y) |= (dir << 4);
847 if (x1 >= 0 && x1 < state->width &&
848 y1 >= 0 && y1 < state->height)
849 barrier(state, x1, y1) |= (A(dir) << 4);
850 if (x2 >= 0 && x2 < state->width &&
851 y2 >= 0 && y2 < state->height)
852 barrier(state, x2, y2) |= (C(dir) << 4);
853 x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
854 if (x3 >= 0 && x3 < state->width &&
855 y3 >= 0 && y3 < state->height)
856 barrier(state, x3, y3) |= (F(dir) << 4);
865 static game_state *dup_game(game_state *state)
869 ret = snew(game_state);
870 ret->width = state->width;
871 ret->height = state->height;
874 ret->wrapping = state->wrapping;
875 ret->movetarget = state->movetarget;
876 ret->completed = state->completed;
877 ret->used_solve = state->used_solve;
878 ret->just_used_solve = state->just_used_solve;
879 ret->move_count = state->move_count;
880 ret->last_move_row = state->last_move_row;
881 ret->last_move_col = state->last_move_col;
882 ret->last_move_dir = state->last_move_dir;
883 ret->tiles = snewn(state->width * state->height, unsigned char);
884 memcpy(ret->tiles, state->tiles, state->width * state->height);
885 ret->barriers = snewn(state->width * state->height, unsigned char);
886 memcpy(ret->barriers, state->barriers, state->width * state->height);
891 static void free_game(game_state *state)
894 sfree(state->barriers);
898 static game_state *solve_game(game_state *state, game_aux_info *aux,
904 *error = "Solution not known for this puzzle";
908 assert(aux->width == state->width);
909 assert(aux->height == state->height);
910 ret = dup_game(state);
911 memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
912 ret->used_solve = ret->just_used_solve = TRUE;
913 ret->completed = ret->move_count = 1;
918 static char *game_text_format(game_state *state)
923 /* ----------------------------------------------------------------------
928 * Compute which squares are reachable from the centre square, as a
929 * quick visual aid to determining how close the game is to
930 * completion. This is also a simple way to tell if the game _is_
931 * completed - just call this function and see whether every square
934 * squares in the moving_row and moving_col are always inactive - this
935 * is so that "current" doesn't appear to jump across moving lines.
937 static unsigned char *compute_active(game_state *state,
938 int moving_row, int moving_col)
940 unsigned char *active;
944 active = snewn(state->width * state->height, unsigned char);
945 memset(active, 0, state->width * state->height);
948 * We only store (x,y) pairs in todo, but it's easier to reuse
949 * xyd_cmp and just store direction 0 every time.
951 todo = newtree234(xyd_cmp);
952 index(state, active, state->cx, state->cy) = ACTIVE;
953 add234(todo, new_xyd(state->cx, state->cy, 0));
955 while ( (xyd = delpos234(todo, 0)) != NULL) {
956 int x1, y1, d1, x2, y2, d2;
962 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
963 OFFSET(x2, y2, x1, y1, d1, state);
967 * If the next tile in this direction is connected to
968 * us, and there isn't a barrier in the way, and it
969 * isn't already marked active, then mark it active and
970 * add it to the to-examine list.
972 if ((x2 != moving_col && y2 != moving_row) &&
973 (tile(state, x1, y1) & d1) &&
974 (tile(state, x2, y2) & d2) &&
975 !(barrier(state, x1, y1) & d1) &&
976 !index(state, active, x2, y2)) {
977 index(state, active, x2, y2) = ACTIVE;
978 add234(todo, new_xyd(x2, y2, 0));
982 /* Now we expect the todo list to have shrunk to zero size. */
983 assert(count234(todo) == 0);
994 static game_ui *new_ui(game_state *state)
996 game_ui *ui = snew(game_ui);
997 ui->cur_x = state->width / 2;
998 ui->cur_y = state->height / 2;
999 ui->cur_visible = FALSE;
1004 static void free_ui(game_ui *ui)
1009 /* ----------------------------------------------------------------------
1013 static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row)
1015 int x = dir > 0 ? -1 : w;
1018 unsigned char endtile = tiles[row * w + tx];
1021 tx = (x + dir + w) % w;
1022 tiles[row * w + x] = tiles[row * w + tx];
1024 tiles[row * w + tx] = endtile;
1027 static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col)
1029 int y = dir > 0 ? -1 : h;
1032 unsigned char endtile = tiles[ty * w + col];
1035 ty = (y + dir + h) % h;
1036 tiles[y * w + col] = tiles[ty * w + col];
1038 tiles[ty * w + col] = endtile;
1041 static void slide_row(game_state *state, int dir, int row)
1043 slide_row_int(state->width, state->height, state->tiles, dir, row);
1046 static void slide_col(game_state *state, int dir, int col)
1048 slide_col_int(state->width, state->height, state->tiles, dir, col);
1051 static game_state *make_move(game_state *state, game_ui *ui,
1052 game_drawstate *ds, int x, int y, int button)
1058 button &= ~MOD_MASK;
1060 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
1063 cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1064 cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1066 if (cy >= 0 && cy < state->height && cy != state->cy)
1068 if (cx == -1) dx = +1;
1069 else if (cx == state->width) dx = -1;
1074 else if (cx >= 0 && cx < state->width && cx != state->cx)
1076 if (cy == -1) dy = +1;
1077 else if (cy == state->height) dy = -1;
1085 /* reverse direction if right hand button is pressed */
1086 if (button == RIGHT_BUTTON)
1092 ret = dup_game(state);
1093 ret->just_used_solve = FALSE;
1095 if (dx == 0) slide_col(ret, dy, cx);
1096 else slide_row(ret, dx, cy);
1099 ret->last_move_row = dx ? cy : -1;
1100 ret->last_move_col = dx ? -1 : cx;
1101 ret->last_move_dir = dx + dy;
1104 * See if the game has been completed.
1106 if (!ret->completed) {
1107 unsigned char *active = compute_active(ret, -1, -1);
1109 int complete = TRUE;
1111 for (x1 = 0; x1 < ret->width; x1++)
1112 for (y1 = 0; y1 < ret->height; y1++)
1113 if (!index(ret, active, x1, y1)) {
1115 goto break_label; /* break out of two loops at once */
1122 ret->completed = ret->move_count;
1128 /* ----------------------------------------------------------------------
1129 * Routines for drawing the game position on the screen.
1132 struct game_drawstate {
1135 unsigned char *visible;
1138 static game_drawstate *game_new_drawstate(game_state *state)
1140 game_drawstate *ds = snew(game_drawstate);
1142 ds->started = FALSE;
1143 ds->width = state->width;
1144 ds->height = state->height;
1145 ds->visible = snewn(state->width * state->height, unsigned char);
1146 memset(ds->visible, 0xFF, state->width * state->height);
1151 static void game_free_drawstate(game_drawstate *ds)
1157 static void game_size(game_params *params, int *x, int *y)
1159 *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
1160 *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
1163 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1167 ret = snewn(NCOLOURS * 3, float);
1168 *ncolours = NCOLOURS;
1171 * Basic background colour is whatever the front end thinks is
1172 * a sensible default.
1174 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1179 ret[COL_WIRE * 3 + 0] = 0.0F;
1180 ret[COL_WIRE * 3 + 1] = 0.0F;
1181 ret[COL_WIRE * 3 + 2] = 0.0F;
1184 * Powered wires and powered endpoints are cyan.
1186 ret[COL_POWERED * 3 + 0] = 0.0F;
1187 ret[COL_POWERED * 3 + 1] = 1.0F;
1188 ret[COL_POWERED * 3 + 2] = 1.0F;
1193 ret[COL_BARRIER * 3 + 0] = 1.0F;
1194 ret[COL_BARRIER * 3 + 1] = 0.0F;
1195 ret[COL_BARRIER * 3 + 2] = 0.0F;
1198 * Unpowered endpoints are blue.
1200 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1201 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1202 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1205 * Tile borders are a darker grey than the background.
1207 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1208 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1209 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1212 * Flashing tiles are a grey in between those two.
1214 ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1215 ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1216 ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1218 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
1219 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
1220 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
1221 ret[COL_TEXT * 3 + 0] = 0.0;
1222 ret[COL_TEXT * 3 + 1] = 0.0;
1223 ret[COL_TEXT * 3 + 2] = 0.0;
1228 static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
1231 draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
1232 draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
1233 draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
1234 draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
1235 draw_line(fe, x1, y1, x2, y2, colour);
1238 static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
1241 int mx = (x1 < x2 ? x1 : x2);
1242 int my = (y1 < y2 ? y1 : y2);
1243 int dx = (x2 + x1 - 2*mx + 1);
1244 int dy = (y2 + y1 - 2*my + 1);
1246 draw_rect(fe, mx, my, dx, dy, colour);
1249 static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
1251 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1252 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1253 int x1, y1, dx, dy, dir2;
1258 dx = X(dir) + X(dir2);
1259 dy = Y(dir) + Y(dir2);
1260 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1261 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1264 draw_rect_coords(fe, bx+x1, by+y1,
1265 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
1267 draw_rect_coords(fe, bx+x1, by+y1,
1268 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
1271 draw_rect_coords(fe, bx+x1, by+y1,
1272 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
1277 static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
1279 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1280 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1283 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
1284 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
1285 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1286 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1289 draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
1291 draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
1295 static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
1296 float xshift, float yshift)
1298 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
1299 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
1300 float cx, cy, ex, ey;
1304 * When we draw a single tile, we must draw everything up to
1305 * and including the borders around the tile. This means that
1306 * if the neighbouring tiles have connections to those borders,
1307 * we must draw those connections on the borders themselves.
1309 * This would be terribly fiddly if we ever had to draw a tile
1310 * while its neighbour was in mid-rotate, because we'd have to
1311 * arrange to _know_ that the neighbour was being rotated and
1312 * hence had an anomalous effect on the redraw of this tile.
1313 * Fortunately, the drawing algorithm avoids ever calling us in
1314 * this circumstance: we're either drawing lots of straight
1315 * tiles at game start or after a move is complete, or we're
1316 * repeatedly drawing only the rotating tile. So no problem.
1320 * So. First blank the tile out completely: draw a big
1321 * rectangle in border colour, and a smaller rectangle in
1322 * background colour to fill it in.
1324 draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
1326 draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
1327 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
1328 tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
1333 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
1334 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
1335 for (dir = 1; dir < 0x10; dir <<= 1) {
1337 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1338 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1339 draw_thick_line(fe, bx+(int)cx, by+(int)cy,
1340 bx+(int)(cx+ex), by+(int)(cy+ey),
1344 for (dir = 1; dir < 0x10; dir <<= 1) {
1346 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1347 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1348 draw_line(fe, bx+(int)cx, by+(int)cy,
1349 bx+(int)(cx+ex), by+(int)(cy+ey), col);
1354 * Draw the box in the middle. We do this in blue if the tile
1355 * is an unpowered endpoint, in cyan if the tile is a powered
1356 * endpoint, in black if the tile is the centrepiece, and
1357 * otherwise not at all.
1360 if (x == state->cx && y == state->cy)
1362 else if (COUNT(tile) == 1) {
1363 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
1368 points[0] = +1; points[1] = +1;
1369 points[2] = +1; points[3] = -1;
1370 points[4] = -1; points[5] = -1;
1371 points[6] = -1; points[7] = +1;
1373 for (i = 0; i < 8; i += 2) {
1374 ex = (TILE_SIZE * 0.24F) * points[i];
1375 ey = (TILE_SIZE * 0.24F) * points[i+1];
1376 points[i] = bx+(int)(cx+ex);
1377 points[i+1] = by+(int)(cy+ey);
1380 draw_polygon(fe, points, 4, TRUE, col);
1381 draw_polygon(fe, points, 4, FALSE, COL_WIRE);
1385 * Draw the points on the border if other tiles are connected
1388 for (dir = 1; dir < 0x10; dir <<= 1) {
1389 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
1397 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
1400 if (!(tile(state, ox, oy) & F(dir)))
1403 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
1404 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
1405 lx = dx * (TILE_BORDER-1);
1406 ly = dy * (TILE_BORDER-1);
1410 if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) {
1412 * If we are fully connected to the other tile, we must
1413 * draw right across the tile border. (We can use our
1414 * own ACTIVE state to determine what colour to do this
1415 * in: if we are fully connected to the other tile then
1416 * the two ACTIVE states will be the same.)
1418 draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
1419 draw_rect_coords(fe, px, py, px+lx, py+ly,
1420 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
1423 * The other tile extends into our border, but isn't
1424 * actually connected to us. Just draw a single black
1427 draw_rect_coords(fe, px, py, px, py, COL_WIRE);
1431 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1434 static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y)
1438 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1439 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1441 * Draw barrier corners, and then barriers.
1443 for (phase = 0; phase < 2; phase++) {
1444 for (dir = 1; dir < 0x10; dir <<= 1)
1445 if (barrier(state, x, y) & (dir << 4))
1446 draw_barrier_corner(fe, x, y, dir << 4, phase);
1447 for (dir = 1; dir < 0x10; dir <<= 1)
1448 if (barrier(state, x, y) & dir)
1449 draw_barrier(fe, x, y, dir, phase);
1452 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1455 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
1458 int ydy = -xdx, ydx = xdy;
1460 x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
1461 y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
1463 #define POINT(n, xx, yy) ( \
1464 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1465 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1467 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
1468 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
1469 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
1470 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
1471 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
1472 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
1473 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
1475 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
1476 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
1479 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1480 game_state *state, int dir, game_ui *ui, float t, float ft)
1482 int x, y, tx, ty, frame;
1483 unsigned char *active;
1488 * Clear the screen and draw the exterior barrier lines if this
1489 * is our first call.
1497 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
1498 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
1500 draw_update(fe, 0, 0,
1501 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
1502 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
1504 for (phase = 0; phase < 2; phase++) {
1506 for (x = 0; x < ds->width; x++) {
1507 if (barrier(state, x, 0) & UL)
1508 draw_barrier_corner(fe, x, -1, LD, phase);
1509 if (barrier(state, x, 0) & RU)
1510 draw_barrier_corner(fe, x, -1, DR, phase);
1511 if (barrier(state, x, 0) & U)
1512 draw_barrier(fe, x, -1, D, phase);
1513 if (barrier(state, x, ds->height-1) & DR)
1514 draw_barrier_corner(fe, x, ds->height, RU, phase);
1515 if (barrier(state, x, ds->height-1) & LD)
1516 draw_barrier_corner(fe, x, ds->height, UL, phase);
1517 if (barrier(state, x, ds->height-1) & D)
1518 draw_barrier(fe, x, ds->height, U, phase);
1521 for (y = 0; y < ds->height; y++) {
1522 if (barrier(state, 0, y) & UL)
1523 draw_barrier_corner(fe, -1, y, RU, phase);
1524 if (barrier(state, 0, y) & LD)
1525 draw_barrier_corner(fe, -1, y, DR, phase);
1526 if (barrier(state, 0, y) & L)
1527 draw_barrier(fe, -1, y, R, phase);
1528 if (barrier(state, ds->width-1, y) & RU)
1529 draw_barrier_corner(fe, ds->width, y, UL, phase);
1530 if (barrier(state, ds->width-1, y) & DR)
1531 draw_barrier_corner(fe, ds->width, y, LD, phase);
1532 if (barrier(state, ds->width-1, y) & R)
1533 draw_barrier(fe, ds->width, y, L, phase);
1538 * Arrows for making moves.
1540 for (x = 0; x < ds->width; x++) {
1541 if (x == state->cx) continue;
1542 draw_arrow(fe, x, 0, +1, 0);
1543 draw_arrow(fe, x+1, ds->height, -1, 0);
1545 for (y = 0; y < ds->height; y++) {
1546 if (y == state->cy) continue;
1547 draw_arrow(fe, ds->width, y, 0, +1);
1548 draw_arrow(fe, 0, y+1, 0, -1);
1552 /* Check if this is an undo. If so, we will need to run any animation
1555 if (oldstate && oldstate->move_count > state->move_count) {
1556 game_state * tmpstate = state;
1558 oldstate = tmpstate;
1563 if (oldstate && (t < ANIM_TIME)) {
1565 * We're animating a slide, of row/column number
1566 * state->last_move_pos, in direction
1567 * state->last_move_dir
1569 xshift = state->last_move_row == -1 ? 0.0 :
1570 (1 - t / ANIM_TIME) * state->last_move_dir;
1571 yshift = state->last_move_col == -1 ? 0.0 :
1572 (1 - t / ANIM_TIME) * state->last_move_dir;
1578 * We're animating a completion flash. Find which frame
1581 frame = (int)(ft / FLASH_FRAME);
1585 * Draw any tile which differs from the way it was last drawn.
1587 if (xshift != 0.0 || yshift != 0.0) {
1588 active = compute_active(state,
1589 state->last_move_row, state->last_move_col);
1591 active = compute_active(state, -1, -1);
1595 BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
1596 TILE_SIZE * state->width + TILE_BORDER,
1597 TILE_SIZE * state->height + TILE_BORDER);
1599 for (x = 0; x < ds->width; x++)
1600 for (y = 0; y < ds->height; y++) {
1601 unsigned char c = tile(state, x, y) | index(state, active, x, y);
1604 * In a completion flash, we adjust the FLASHING bit
1605 * depending on our distance from the centre point and
1609 int xdist, ydist, dist;
1610 xdist = (x < state->cx ? state->cx - x : x - state->cx);
1611 ydist = (y < state->cy ? state->cy - y : y - state->cy);
1612 dist = (xdist > ydist ? xdist : ydist);
1614 if (frame >= dist && frame < dist+4) {
1615 int flash = (frame - dist) & 1;
1616 flash = flash ? FLASHING : 0;
1617 c = (c &~ FLASHING) | flash;
1621 if (index(state, ds->visible, x, y) != c ||
1622 index(state, ds->visible, x, y) == 0xFF ||
1623 (x == state->last_move_col || y == state->last_move_row))
1625 float xs = (y == state->last_move_row ? xshift : 0.0);
1626 float ys = (x == state->last_move_col ? yshift : 0.0);
1628 draw_tile(fe, state, x, y, c, xs, ys);
1629 if (xs < 0 && x == 0)
1630 draw_tile(fe, state, state->width, y, c, xs, ys);
1631 else if (xs > 0 && x == state->width - 1)
1632 draw_tile(fe, state, -1, y, c, xs, ys);
1633 else if (ys < 0 && y == 0)
1634 draw_tile(fe, state, x, state->height, c, xs, ys);
1635 else if (ys > 0 && y == state->height - 1)
1636 draw_tile(fe, state, x, -1, c, xs, ys);
1638 if (x == state->last_move_col || y == state->last_move_row)
1639 index(state, ds->visible, x, y) = 0xFF;
1641 index(state, ds->visible, x, y) = c;
1645 for (x = 0; x < ds->width; x++)
1646 for (y = 0; y < ds->height; y++)
1647 draw_tile_barriers(fe, state, x, y);
1652 * Update the status bar.
1655 char statusbuf[256];
1658 n = state->width * state->height;
1659 for (i = a = 0; i < n; i++)
1663 if (state->used_solve)
1664 sprintf(statusbuf, "Moves since auto-solve: %d",
1665 state->move_count - state->completed);
1667 sprintf(statusbuf, "%sMoves: %d",
1668 (state->completed ? "COMPLETED! " : ""),
1669 (state->completed ? state->completed : state->move_count));
1671 if (state->movetarget)
1672 sprintf(statusbuf + strlen(statusbuf), " (target %d)",
1675 sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
1677 status_bar(fe, statusbuf);
1683 static float game_anim_length(game_state *oldstate,
1684 game_state *newstate, int dir, game_ui *ui)
1687 * Don't animate an auto-solve move.
1689 if ((dir > 0 && newstate->just_used_solve) ||
1690 (dir < 0 && oldstate->just_used_solve))
1696 static float game_flash_length(game_state *oldstate,
1697 game_state *newstate, int dir, game_ui *ui)
1700 * If the game has just been completed, we display a completion
1703 if (!oldstate->completed && newstate->completed &&
1704 !oldstate->used_solve && !newstate->used_solve) {
1707 if (size < newstate->cx+1)
1708 size = newstate->cx+1;
1709 if (size < newstate->cy+1)
1710 size = newstate->cy+1;
1711 if (size < newstate->width - newstate->cx)
1712 size = newstate->width - newstate->cx;
1713 if (size < newstate->height - newstate->cy)
1714 size = newstate->height - newstate->cy;
1715 return FLASH_FRAME * (size+4);
1721 static int game_wants_statusbar(void)
1726 static int game_timing_state(game_state *state)
1732 #define thegame netslide
1735 const struct game thegame = {
1736 "Netslide", "games.netslide",
1743 TRUE, game_configure, custom_params,
1752 FALSE, game_text_format,
1759 game_free_drawstate,
1763 game_wants_statusbar,
1764 FALSE, game_timing_state,
1765 0, /* mouse_priorities */