2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
16 #define MATMUL(xr,yr,m,x,y) do { \
17 float rx, ry, xx = (x), yy = (y), *mat = (m); \
18 rx = mat[0] * xx + mat[2] * yy; \
19 ry = mat[1] * xx + mat[3] * yy; \
20 (xr) = rx; (yr) = ry; \
23 /* Direction and other bitfields */
30 /* Corner flags go in the barriers array */
36 /* Get tile at given coordinate */
37 #define T(state, x, y) ( (y) * (state)->width + (x) )
39 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
40 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
41 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
42 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
43 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
44 ((n)&3) == 1 ? A(x) : \
45 ((n)&3) == 2 ? F(x) : C(x) )
47 /* X and Y displacements */
48 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
49 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
52 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
53 (((x) & 0x02) >> 1) + ((x) & 0x01) )
55 #define PREFERRED_TILE_SIZE 48
56 #define TILE_SIZE (ds->tilesize)
57 #define BORDER TILE_SIZE
59 #define WINDOW_OFFSET 0
61 #define ANIM_TIME 0.13F
62 #define FLASH_FRAME 0.07F
81 float barrier_probability;
86 int width, height, cx, cy, wrapping, completed;
88 int move_count, movetarget;
90 /* position (row or col number, starting at 0) of last move. */
91 int last_move_row, last_move_col;
93 /* direction of last move: +1 or -1 */
97 unsigned char *barriers;
100 #define OFFSET(x2,y2,x1,y1,dir,state) \
101 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
102 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
104 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
105 #define tile(state, x, y) index(state, (state)->tiles, x, y)
106 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
112 static int xyd_cmp(void *av, void *bv) {
113 struct xyd *a = (struct xyd *)av;
114 struct xyd *b = (struct xyd *)bv;
123 if (a->direction < b->direction)
125 if (a->direction > b->direction)
130 static struct xyd *new_xyd(int x, int y, int direction)
132 struct xyd *xyd = snew(struct xyd);
135 xyd->direction = direction;
139 static void slide_col(game_state *state, int dir, int col);
140 static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col);
141 static void slide_row(game_state *state, int dir, int row);
142 static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row);
144 /* ----------------------------------------------------------------------
145 * Manage game parameters.
147 static game_params *default_params(void)
149 game_params *ret = snew(game_params);
153 ret->wrapping = FALSE;
154 ret->barrier_probability = 1.0;
160 static const struct { int x, y, wrap, bprob; const char* desc; }
161 netslide_presets[] = {
162 {3, 3, FALSE, 1, " easy"},
163 {3, 3, FALSE, 0, " medium"},
164 {3, 3, TRUE, 0, " hard"},
165 {4, 4, FALSE, 1, " easy"},
166 {4, 4, FALSE, 0, " medium"},
167 {4, 4, TRUE, 0, " hard"},
168 {5, 5, FALSE, 1, " easy"},
169 {5, 5, FALSE, 0, " medium"},
170 {5, 5, TRUE, 0, " hard"},
173 static int game_fetch_preset(int i, char **name, game_params **params)
178 if (i < 0 || i >= lenof(netslide_presets))
181 ret = snew(game_params);
182 ret->width = netslide_presets[i].x;
183 ret->height = netslide_presets[i].y;
184 ret->wrapping = netslide_presets[i].wrap;
185 ret->barrier_probability = (float)netslide_presets[i].bprob;
188 sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
195 static void free_params(game_params *params)
200 static game_params *dup_params(const game_params *params)
202 game_params *ret = snew(game_params);
203 *ret = *params; /* structure copy */
207 static void decode_params(game_params *ret, char const *string)
209 char const *p = string;
211 ret->wrapping = FALSE;
212 ret->barrier_probability = 0.0;
215 ret->width = atoi(p);
216 while (*p && isdigit((unsigned char)*p)) p++;
219 ret->height = atoi(p);
220 while (*p && isdigit((unsigned char)*p)) p++;
221 if ( (ret->wrapping = (*p == 'w')) != 0 )
224 ret->barrier_probability = (float)atof(++p);
225 while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++;
228 ret->movetarget = atoi(++p);
231 ret->height = ret->width;
235 static char *encode_params(const 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(const 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].u.string.sval = dupstr(buf);
267 ret[1].name = "Height";
268 ret[1].type = C_STRING;
269 sprintf(buf, "%d", params->height);
270 ret[1].u.string.sval = dupstr(buf);
272 ret[2].name = "Walls wrap around";
273 ret[2].type = C_BOOLEAN;
274 ret[2].u.boolean.bval = params->wrapping;
276 ret[3].name = "Barrier probability";
277 ret[3].type = C_STRING;
278 sprintf(buf, "%g", params->barrier_probability);
279 ret[3].u.string.sval = dupstr(buf);
281 ret[4].name = "Number of shuffling moves";
282 ret[4].type = C_STRING;
283 sprintf(buf, "%d", params->movetarget);
284 ret[4].u.string.sval = dupstr(buf);
292 static game_params *custom_params(const config_item *cfg)
294 game_params *ret = snew(game_params);
296 ret->width = atoi(cfg[0].u.string.sval);
297 ret->height = atoi(cfg[1].u.string.sval);
298 ret->wrapping = cfg[2].u.boolean.bval;
299 ret->barrier_probability = (float)atof(cfg[3].u.string.sval);
300 ret->movetarget = atoi(cfg[4].u.string.sval);
305 static const char *validate_params(const game_params *params, int full)
307 if (params->width <= 1 || params->height <= 1)
308 return "Width and height must both be greater than one";
309 if (params->barrier_probability < 0)
310 return "Barrier probability may not be negative";
311 if (params->barrier_probability > 1)
312 return "Barrier probability may not be greater than 1";
316 /* ----------------------------------------------------------------------
317 * Randomly select a new game description.
320 static char *new_game_desc(const game_params *params, random_state *rs,
321 char **aux, int interactive)
323 tree234 *possibilities, *barriertree;
324 int w, h, x, y, cx, cy, nbarriers;
325 unsigned char *tiles, *barriers;
331 tiles = snewn(w * h, unsigned char);
332 memset(tiles, 0, w * h);
333 barriers = snewn(w * h, unsigned char);
334 memset(barriers, 0, w * h);
340 * Construct the unshuffled grid.
342 * To do this, we simply start at the centre point, repeatedly
343 * choose a random possibility out of the available ways to
344 * extend a used square into an unused one, and do it. After
345 * extending the third line out of a square, we remove the
346 * fourth from the possibilities list to avoid any full-cross
347 * squares (which would make the game too easy because they
348 * only have one orientation).
350 * The slightly worrying thing is the avoidance of full-cross
351 * squares. Can this cause our unsophisticated construction
352 * algorithm to paint itself into a corner, by getting into a
353 * situation where there are some unreached squares and the
354 * only way to reach any of them is to extend a T-piece into a
357 * Answer: no it can't, and here's a proof.
359 * Any contiguous group of such unreachable squares must be
360 * surrounded on _all_ sides by T-pieces pointing away from the
361 * group. (If not, then there is a square which can be extended
362 * into one of the `unreachable' ones, and so it wasn't
363 * unreachable after all.) In particular, this implies that
364 * each contiguous group of unreachable squares must be
365 * rectangular in shape (any deviation from that yields a
366 * non-T-piece next to an `unreachable' square).
368 * So we have a rectangle of unreachable squares, with T-pieces
369 * forming a solid border around the rectangle. The corners of
370 * that border must be connected (since every tile connects all
371 * the lines arriving in it), and therefore the border must
372 * form a closed loop around the rectangle.
374 * But this can't have happened in the first place, since we
375 * _know_ we've avoided creating closed loops! Hence, no such
376 * situation can ever arise, and the naive grid construction
377 * algorithm will guaranteeably result in a complete grid
378 * containing no unreached squares, no full crosses _and_ no
381 possibilities = newtree234(xyd_cmp);
384 add234(possibilities, new_xyd(cx, cy, R));
386 add234(possibilities, new_xyd(cx, cy, U));
388 add234(possibilities, new_xyd(cx, cy, L));
390 add234(possibilities, new_xyd(cx, cy, D));
392 while (count234(possibilities) > 0) {
395 int x1, y1, d1, x2, y2, d2, d;
398 * Extract a randomly chosen possibility from the list.
400 i = random_upto(rs, count234(possibilities));
401 xyd = delpos234(possibilities, i);
407 OFFSET(x2, y2, x1, y1, d1, params);
409 #ifdef GENERATION_DIAGNOSTICS
410 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
411 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
415 * Make the connection. (We should be moving to an as yet
418 index(params, tiles, x1, y1) |= d1;
419 assert(index(params, tiles, x2, y2) == 0);
420 index(params, tiles, x2, y2) |= d2;
423 * If we have created a T-piece, remove its last
426 if (COUNT(index(params, tiles, x1, y1)) == 3) {
427 struct xyd xyd1, *xydp;
431 xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
433 xydp = find234(possibilities, &xyd1, NULL);
436 #ifdef GENERATION_DIAGNOSTICS
437 printf("T-piece; removing (%d,%d,%c)\n",
438 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
440 del234(possibilities, xydp);
446 * Remove all other possibilities that were pointing at the
447 * tile we've just moved into.
449 for (d = 1; d < 0x10; d <<= 1) {
451 struct xyd xyd1, *xydp;
453 OFFSET(x3, y3, x2, y2, d, params);
460 xydp = find234(possibilities, &xyd1, NULL);
463 #ifdef GENERATION_DIAGNOSTICS
464 printf("Loop avoidance; removing (%d,%d,%c)\n",
465 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
467 del234(possibilities, xydp);
473 * Add new possibilities to the list for moving _out_ of
474 * the tile we have just moved into.
476 for (d = 1; d < 0x10; d <<= 1) {
480 continue; /* we've got this one already */
482 if (!params->wrapping) {
483 if (d == U && y2 == 0)
485 if (d == D && y2 == h-1)
487 if (d == L && x2 == 0)
489 if (d == R && x2 == w-1)
493 OFFSET(x3, y3, x2, y2, d, params);
495 if (index(params, tiles, x3, y3))
496 continue; /* this would create a loop */
498 #ifdef GENERATION_DIAGNOSTICS
499 printf("New frontier; adding (%d,%d,%c)\n",
500 x2, y2, "0RU3L567D9abcdef"[d]);
502 add234(possibilities, new_xyd(x2, y2, d));
505 /* Having done that, we should have no possibilities remaining. */
506 assert(count234(possibilities) == 0);
507 freetree234(possibilities);
510 * Now compute a list of the possible barrier locations.
512 barriertree = newtree234(xyd_cmp);
513 for (y = 0; y < h; y++) {
514 for (x = 0; x < w; x++) {
516 if (!(index(params, tiles, x, y) & R) &&
517 (params->wrapping || x < w-1))
518 add234(barriertree, new_xyd(x, y, R));
519 if (!(index(params, tiles, x, y) & D) &&
520 (params->wrapping || y < h-1))
521 add234(barriertree, new_xyd(x, y, D));
526 * Save the unshuffled grid in aux.
533 * String format is exactly the same as a solve move, so we
534 * can just dupstr this in solve_game().
537 solution = snewn(w * h + 2, char);
539 for (i = 0; i < w * h; i++)
540 solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF];
541 solution[w*h+1] = '\0';
547 * Now shuffle the grid.
548 * FIXME - this simply does a set of random moves to shuffle the pieces,
549 * although we make a token effort to avoid boring cases by avoiding moves
550 * that directly undo the previous one, or that repeat so often as to
551 * turn into fewer moves.
553 * A better way would be to number all the pieces, generate a placement
554 * for all the numbers as for "sixteen", observing parity constraints if
555 * neccessary, and then place the pieces according to their numbering.
556 * BUT - I'm not sure if this will work, since we disallow movement of
557 * the middle row and column.
563 int moves = params->movetarget;
564 int prevdir = -1, prevrowcol = -1, nrepeats = 0;
565 if (!moves) moves = cols * rows * 2;
566 for (i = 0; i < moves; /* incremented conditionally */) {
567 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
568 int dir = random_upto(rs, 4);
571 int col = random_upto(rs, cols);
572 if (col >= cx) col += 1; /* avoid centre */
573 if (col == prevrowcol) {
574 if (dir == 2-prevdir)
575 continue; /* undoes last move */
576 else if (dir == prevdir && (nrepeats+1)*2 > h)
577 continue; /* makes fewer moves */
579 slide_col_int(w, h, tiles, 1 - dir, col);
582 int row = random_upto(rs, rows);
583 if (row >= cy) row += 1; /* avoid centre */
584 if (row == prevrowcol) {
585 if (dir == 4-prevdir)
586 continue; /* undoes last move */
587 else if (dir == prevdir && (nrepeats+1)*2 > w)
588 continue; /* makes fewer moves */
590 slide_row_int(w, h, tiles, 2 - dir, row);
593 if (dir == prevdir && rowcol == prevrowcol)
599 i++; /* if we got here, the move was accepted */
604 * And now choose barrier locations. (We carefully do this
605 * _after_ shuffling, so that changing the barrier rate in the
606 * params while keeping the random seed the same will give the
607 * same shuffled grid and _only_ change the barrier locations.
608 * Also the way we choose barrier locations, by repeatedly
609 * choosing one possibility from the list until we have enough,
610 * is designed to ensure that raising the barrier rate while
611 * keeping the seed the same will provide a superset of the
612 * previous barrier set - i.e. if you ask for 10 barriers, and
613 * then decide that's still too hard and ask for 20, you'll get
614 * the original 10 plus 10 more, rather than getting 20 new
615 * ones and the chance of remembering your first 10.)
617 nbarriers = (int)(params->barrier_probability * count234(barriertree));
618 assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
620 while (nbarriers > 0) {
623 int x1, y1, d1, x2, y2, d2;
626 * Extract a randomly chosen barrier from the list.
628 i = random_upto(rs, count234(barriertree));
629 xyd = delpos234(barriertree, i);
638 OFFSET(x2, y2, x1, y1, d1, params);
641 index(params, barriers, x1, y1) |= d1;
642 index(params, barriers, x2, y2) |= d2;
648 * Clean up the rest of the barrier list.
653 while ( (xyd = delpos234(barriertree, 0)) != NULL)
656 freetree234(barriertree);
660 * Finally, encode the grid into a string game description.
662 * My syntax is extremely simple: each square is encoded as a
663 * hex digit in which bit 0 means a connection on the right,
664 * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
665 * encoding as used internally). Each digit is followed by
666 * optional barrier indicators: `v' means a vertical barrier to
667 * the right of it, and `h' means a horizontal barrier below
670 desc = snewn(w * h * 3 + 1, char);
672 for (y = 0; y < h; y++) {
673 for (x = 0; x < w; x++) {
674 *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
675 if ((params->wrapping || x < w-1) &&
676 (index(params, barriers, x, y) & R))
678 if ((params->wrapping || y < h-1) &&
679 (index(params, barriers, x, y) & D))
683 assert(p - desc <= w*h*3);
692 static const char *validate_desc(const game_params *params, const char *desc)
694 int w = params->width, h = params->height;
697 for (i = 0; i < w*h; i++) {
698 if (*desc >= '0' && *desc <= '9')
700 else if (*desc >= 'a' && *desc <= 'f')
702 else if (*desc >= 'A' && *desc <= 'F')
705 return "Game description shorter than expected";
707 return "Game description contained unexpected character";
709 while (*desc == 'h' || *desc == 'v')
713 return "Game description longer than expected";
718 /* ----------------------------------------------------------------------
719 * Construct an initial game state, given a description and parameters.
722 static game_state *new_game(midend *me, const game_params *params,
728 assert(params->width > 0 && params->height > 0);
729 assert(params->width > 1 || params->height > 1);
732 * Create a blank game state.
734 state = snew(game_state);
735 w = state->width = params->width;
736 h = state->height = params->height;
737 state->cx = state->width / 2;
738 state->cy = state->height / 2;
739 state->wrapping = params->wrapping;
740 state->movetarget = params->movetarget;
741 state->completed = 0;
742 state->used_solve = FALSE;
743 state->move_count = 0;
744 state->last_move_row = -1;
745 state->last_move_col = -1;
746 state->last_move_dir = 0;
747 state->tiles = snewn(state->width * state->height, unsigned char);
748 memset(state->tiles, 0, state->width * state->height);
749 state->barriers = snewn(state->width * state->height, unsigned char);
750 memset(state->barriers, 0, state->width * state->height);
754 * Parse the game description into the grid.
756 for (y = 0; y < h; y++) {
757 for (x = 0; x < w; x++) {
758 if (*desc >= '0' && *desc <= '9')
759 tile(state, x, y) = *desc - '0';
760 else if (*desc >= 'a' && *desc <= 'f')
761 tile(state, x, y) = *desc - 'a' + 10;
762 else if (*desc >= 'A' && *desc <= 'F')
763 tile(state, x, y) = *desc - 'A' + 10;
766 while (*desc == 'h' || *desc == 'v') {
773 OFFSET(x2, y2, x, y, d1, state);
776 barrier(state, x, y) |= d1;
777 barrier(state, x2, y2) |= d2;
785 * Set up border barriers if this is a non-wrapping game.
787 if (!state->wrapping) {
788 for (x = 0; x < state->width; x++) {
789 barrier(state, x, 0) |= U;
790 barrier(state, x, state->height-1) |= D;
792 for (y = 0; y < state->height; y++) {
793 barrier(state, 0, y) |= L;
794 barrier(state, state->width-1, y) |= R;
799 * Set up the barrier corner flags, for drawing barriers
800 * prettily when they meet.
802 for (y = 0; y < state->height; y++) {
803 for (x = 0; x < state->width; x++) {
806 for (dir = 1; dir < 0x10; dir <<= 1) {
808 int x1, y1, x2, y2, x3, y3;
811 if (!(barrier(state, x, y) & dir))
814 if (barrier(state, x, y) & dir2)
817 x1 = x + X(dir), y1 = y + Y(dir);
818 if (x1 >= 0 && x1 < state->width &&
819 y1 >= 0 && y1 < state->height &&
820 (barrier(state, x1, y1) & dir2))
823 x2 = x + X(dir2), y2 = y + Y(dir2);
824 if (x2 >= 0 && x2 < state->width &&
825 y2 >= 0 && y2 < state->height &&
826 (barrier(state, x2, y2) & dir))
830 barrier(state, x, y) |= (dir << 4);
831 if (x1 >= 0 && x1 < state->width &&
832 y1 >= 0 && y1 < state->height)
833 barrier(state, x1, y1) |= (A(dir) << 4);
834 if (x2 >= 0 && x2 < state->width &&
835 y2 >= 0 && y2 < state->height)
836 barrier(state, x2, y2) |= (C(dir) << 4);
837 x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
838 if (x3 >= 0 && x3 < state->width &&
839 y3 >= 0 && y3 < state->height)
840 barrier(state, x3, y3) |= (F(dir) << 4);
849 static game_state *dup_game(const game_state *state)
853 ret = snew(game_state);
854 ret->width = state->width;
855 ret->height = state->height;
858 ret->wrapping = state->wrapping;
859 ret->movetarget = state->movetarget;
860 ret->completed = state->completed;
861 ret->used_solve = state->used_solve;
862 ret->move_count = state->move_count;
863 ret->last_move_row = state->last_move_row;
864 ret->last_move_col = state->last_move_col;
865 ret->last_move_dir = state->last_move_dir;
866 ret->tiles = snewn(state->width * state->height, unsigned char);
867 memcpy(ret->tiles, state->tiles, state->width * state->height);
868 ret->barriers = snewn(state->width * state->height, unsigned char);
869 memcpy(ret->barriers, state->barriers, state->width * state->height);
874 static void free_game(game_state *state)
877 sfree(state->barriers);
881 static char *solve_game(const game_state *state, const game_state *currstate,
882 const char *aux, const char **error)
885 *error = "Solution not known for this puzzle";
892 static int game_can_format_as_text_now(const game_params *params)
897 static char *game_text_format(const game_state *state)
902 /* ----------------------------------------------------------------------
907 * Compute which squares are reachable from the centre square, as a
908 * quick visual aid to determining how close the game is to
909 * completion. This is also a simple way to tell if the game _is_
910 * completed - just call this function and see whether every square
913 * squares in the moving_row and moving_col are always inactive - this
914 * is so that "current" doesn't appear to jump across moving lines.
916 static unsigned char *compute_active(const game_state *state,
917 int moving_row, int moving_col)
919 unsigned char *active;
923 active = snewn(state->width * state->height, unsigned char);
924 memset(active, 0, state->width * state->height);
927 * We only store (x,y) pairs in todo, but it's easier to reuse
928 * xyd_cmp and just store direction 0 every time.
930 todo = newtree234(xyd_cmp);
931 index(state, active, state->cx, state->cy) = ACTIVE;
932 add234(todo, new_xyd(state->cx, state->cy, 0));
934 while ( (xyd = delpos234(todo, 0)) != NULL) {
935 int x1, y1, d1, x2, y2, d2;
941 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
942 OFFSET(x2, y2, x1, y1, d1, state);
946 * If the next tile in this direction is connected to
947 * us, and there isn't a barrier in the way, and it
948 * isn't already marked active, then mark it active and
949 * add it to the to-examine list.
951 if ((x2 != moving_col && y2 != moving_row) &&
952 (tile(state, x1, y1) & d1) &&
953 (tile(state, x2, y2) & d2) &&
954 !(barrier(state, x1, y1) & d1) &&
955 !index(state, active, x2, y2)) {
956 index(state, active, x2, y2) = ACTIVE;
957 add234(todo, new_xyd(x2, y2, 0));
961 /* Now we expect the todo list to have shrunk to zero size. */
962 assert(count234(todo) == 0);
973 static game_ui *new_ui(const game_state *state)
975 game_ui *ui = snew(game_ui);
978 ui->cur_visible = FALSE;
983 static void free_ui(game_ui *ui)
988 static char *encode_ui(const game_ui *ui)
993 static void decode_ui(game_ui *ui, const char *encoding)
997 /* ----------------------------------------------------------------------
1001 static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row)
1003 int x = dir > 0 ? -1 : w;
1006 unsigned char endtile = tiles[row * w + tx];
1009 tx = (x + dir + w) % w;
1010 tiles[row * w + x] = tiles[row * w + tx];
1012 tiles[row * w + tx] = endtile;
1015 static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col)
1017 int y = dir > 0 ? -1 : h;
1020 unsigned char endtile = tiles[ty * w + col];
1023 ty = (y + dir + h) % h;
1024 tiles[y * w + col] = tiles[ty * w + col];
1026 tiles[ty * w + col] = endtile;
1029 static void slide_row(game_state *state, int dir, int row)
1031 slide_row_int(state->width, state->height, state->tiles, dir, row);
1034 static void slide_col(game_state *state, int dir, int col)
1036 slide_col_int(state->width, state->height, state->tiles, dir, col);
1039 static void game_changed_state(game_ui *ui, const game_state *oldstate,
1040 const game_state *newstate)
1044 struct game_drawstate {
1048 unsigned char *visible;
1052 static char *interpret_move(const game_state *state, game_ui *ui,
1053 const game_drawstate *ds,
1054 int x, int y, int button)
1060 button &= ~MOD_MASK;
1062 if (IS_CURSOR_MOVE(button)) {
1064 cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y);
1065 diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button);
1068 do { /* we might have to do this more than once to skip missing arrows */
1070 pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y);
1071 } while (ui->cur_x == state->cx || ui->cur_y == state->cy);
1074 ui->cur_visible = 1;
1078 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
1079 cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1080 cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
1081 ui->cur_visible = 0;
1082 } else if (IS_CURSOR_SELECT(button)) {
1083 if (ui->cur_visible) {
1087 /* 'click' when cursor is invisible just makes cursor visible. */
1088 ui->cur_visible = 1;
1094 if (cy >= 0 && cy < state->height && cy != state->cy)
1096 if (cx == -1) dx = +1;
1097 else if (cx == state->width) dx = -1;
1101 else if (cx >= 0 && cx < state->width && cx != state->cx)
1103 if (cy == -1) dy = +1;
1104 else if (cy == state->height) dy = -1;
1111 /* reverse direction if right hand button is pressed */
1112 if (button == RIGHT_BUTTON)
1119 sprintf(buf, "C%d,%d", cx, dy);
1121 sprintf(buf, "R%d,%d", cy, dx);
1125 static game_state *execute_move(const game_state *from, const char *move)
1130 if ((move[0] == 'C' || move[0] == 'R') &&
1131 sscanf(move+1, "%d,%d", &c, &d) == 2 &&
1132 c >= 0 && c < (move[0] == 'C' ? from->width : from->height)) {
1133 col = (move[0] == 'C');
1134 } else if (move[0] == 'S' &&
1135 strlen(move) == from->width * from->height + 1) {
1137 ret = dup_game(from);
1138 ret->used_solve = TRUE;
1139 ret->completed = ret->move_count = 1;
1141 for (i = 0; i < from->width * from->height; i++) {
1143 if (c >= '0' && c <= '9')
1145 else if (c >= 'A' && c <= 'F')
1147 else if (c >= 'a' && c <= 'f')
1157 return NULL; /* can't parse move string */
1159 ret = dup_game(from);
1162 slide_col(ret, d, c);
1164 slide_row(ret, d, c);
1167 ret->last_move_row = col ? -1 : c;
1168 ret->last_move_col = col ? c : -1;
1169 ret->last_move_dir = d;
1172 * See if the game has been completed.
1174 if (!ret->completed) {
1175 unsigned char *active = compute_active(ret, -1, -1);
1177 int complete = TRUE;
1179 for (x1 = 0; x1 < ret->width; x1++)
1180 for (y1 = 0; y1 < ret->height; y1++)
1181 if (!index(ret, active, x1, y1)) {
1183 goto break_label; /* break out of two loops at once */
1190 ret->completed = ret->move_count;
1196 /* ----------------------------------------------------------------------
1197 * Routines for drawing the game position on the screen.
1200 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
1202 game_drawstate *ds = snew(game_drawstate);
1204 ds->started = FALSE;
1205 ds->width = state->width;
1206 ds->height = state->height;
1207 ds->visible = snewn(state->width * state->height, unsigned char);
1208 ds->tilesize = 0; /* not decided yet */
1209 memset(ds->visible, 0xFF, state->width * state->height);
1210 ds->cur_x = ds->cur_y = -1;
1215 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1221 static void game_compute_size(const game_params *params, int tilesize,
1224 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
1225 struct { int tilesize; } ads, *ds = &ads;
1226 ads.tilesize = tilesize;
1228 *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
1229 *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
1232 static void game_set_size(drawing *dr, game_drawstate *ds,
1233 const game_params *params, int tilesize)
1235 ds->tilesize = tilesize;
1238 static float *game_colours(frontend *fe, int *ncolours)
1242 ret = snewn(NCOLOURS * 3, float);
1243 *ncolours = NCOLOURS;
1246 * Basic background colour is whatever the front end thinks is
1247 * a sensible default.
1249 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1254 ret[COL_WIRE * 3 + 0] = 0.0F;
1255 ret[COL_WIRE * 3 + 1] = 0.0F;
1256 ret[COL_WIRE * 3 + 2] = 0.0F;
1259 * Powered wires and powered endpoints are cyan.
1261 ret[COL_POWERED * 3 + 0] = 0.0F;
1262 ret[COL_POWERED * 3 + 1] = 1.0F;
1263 ret[COL_POWERED * 3 + 2] = 1.0F;
1268 ret[COL_BARRIER * 3 + 0] = 1.0F;
1269 ret[COL_BARRIER * 3 + 1] = 0.0F;
1270 ret[COL_BARRIER * 3 + 2] = 0.0F;
1273 * Unpowered endpoints are blue.
1275 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1276 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1277 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1280 * Tile borders are a darker grey than the background.
1282 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1283 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1284 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1287 * Flashing tiles are a grey in between those two.
1289 ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1290 ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1291 ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1293 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
1294 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
1295 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
1296 ret[COL_TEXT * 3 + 0] = 0.0;
1297 ret[COL_TEXT * 3 + 1] = 0.0;
1298 ret[COL_TEXT * 3 + 2] = 0.0;
1303 static void draw_filled_line(drawing *dr, int x1, int y1, int x2, int y2,
1306 draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
1307 draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
1308 draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE);
1309 draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE);
1310 draw_line(dr, x1, y1, x2, y2, colour);
1313 static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2,
1316 int mx = (x1 < x2 ? x1 : x2);
1317 int my = (y1 < y2 ? y1 : y2);
1318 int dx = (x2 + x1 - 2*mx + 1);
1319 int dy = (y2 + y1 - 2*my + 1);
1321 draw_rect(dr, mx, my, dx, dy, colour);
1324 static void draw_barrier_corner(drawing *dr, game_drawstate *ds,
1325 int x, int y, int dir, int phase)
1327 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1328 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1329 int x1, y1, dx, dy, dir2;
1334 dx = X(dir) + X(dir2);
1335 dy = Y(dir) + Y(dir2);
1336 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1337 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1340 draw_rect_coords(dr, bx+x1, by+y1,
1341 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
1343 draw_rect_coords(dr, bx+x1, by+y1,
1344 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
1347 draw_rect_coords(dr, bx+x1, by+y1,
1348 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
1353 static void draw_barrier(drawing *dr, game_drawstate *ds,
1354 int x, int y, int dir, int phase)
1356 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1357 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1360 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
1361 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
1362 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1363 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1366 draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
1368 draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER);
1372 static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
1373 int x, int y, int tile, float xshift, float yshift)
1375 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
1376 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE);
1377 float cx, cy, ex, ey;
1381 * When we draw a single tile, we must draw everything up to
1382 * and including the borders around the tile. This means that
1383 * if the neighbouring tiles have connections to those borders,
1384 * we must draw those connections on the borders themselves.
1386 * This would be terribly fiddly if we ever had to draw a tile
1387 * while its neighbour was in mid-rotate, because we'd have to
1388 * arrange to _know_ that the neighbour was being rotated and
1389 * hence had an anomalous effect on the redraw of this tile.
1390 * Fortunately, the drawing algorithm avoids ever calling us in
1391 * this circumstance: we're either drawing lots of straight
1392 * tiles at game start or after a move is complete, or we're
1393 * repeatedly drawing only the rotating tile. So no problem.
1397 * So. First blank the tile out completely: draw a big
1398 * rectangle in border colour, and a smaller rectangle in
1399 * background colour to fill it in.
1401 draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
1403 draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER,
1404 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
1405 tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
1410 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
1411 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
1412 for (dir = 1; dir < 0x10; dir <<= 1) {
1414 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1415 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1416 draw_filled_line(dr, bx+(int)cx, by+(int)cy,
1417 bx+(int)(cx+ex), by+(int)(cy+ey),
1421 for (dir = 1; dir < 0x10; dir <<= 1) {
1423 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1424 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1425 draw_line(dr, bx+(int)cx, by+(int)cy,
1426 bx+(int)(cx+ex), by+(int)(cy+ey), col);
1431 * Draw the box in the middle. We do this in blue if the tile
1432 * is an unpowered endpoint, in cyan if the tile is a powered
1433 * endpoint, in black if the tile is the centrepiece, and
1434 * otherwise not at all.
1437 if (x == state->cx && y == state->cy)
1439 else if (COUNT(tile) == 1) {
1440 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
1445 points[0] = +1; points[1] = +1;
1446 points[2] = +1; points[3] = -1;
1447 points[4] = -1; points[5] = -1;
1448 points[6] = -1; points[7] = +1;
1450 for (i = 0; i < 8; i += 2) {
1451 ex = (TILE_SIZE * 0.24F) * points[i];
1452 ey = (TILE_SIZE * 0.24F) * points[i+1];
1453 points[i] = bx+(int)(cx+ex);
1454 points[i+1] = by+(int)(cy+ey);
1457 draw_polygon(dr, points, 4, col, COL_WIRE);
1461 * Draw the points on the border if other tiles are connected
1464 for (dir = 1; dir < 0x10; dir <<= 1) {
1465 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
1473 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
1476 if (!(tile(state, ox, oy) & F(dir)))
1479 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
1480 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
1481 lx = dx * (TILE_BORDER-1);
1482 ly = dy * (TILE_BORDER-1);
1486 if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) {
1488 * If we are fully connected to the other tile, we must
1489 * draw right across the tile border. (We can use our
1490 * own ACTIVE state to determine what colour to do this
1491 * in: if we are fully connected to the other tile then
1492 * the two ACTIVE states will be the same.)
1494 draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
1495 draw_rect_coords(dr, px, py, px+lx, py+ly,
1496 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
1499 * The other tile extends into our border, but isn't
1500 * actually connected to us. Just draw a single black
1503 draw_rect_coords(dr, px, py, px, py, COL_WIRE);
1507 draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1510 static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
1511 const game_state *state, int x, int y)
1515 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1516 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1518 * Draw barrier corners, and then barriers.
1520 for (phase = 0; phase < 2; phase++) {
1521 for (dir = 1; dir < 0x10; dir <<= 1)
1522 if (barrier(state, x, y) & (dir << 4))
1523 draw_barrier_corner(dr, ds, x, y, dir << 4, phase);
1524 for (dir = 1; dir < 0x10; dir <<= 1)
1525 if (barrier(state, x, y) & dir)
1526 draw_barrier(dr, ds, x, y, dir, phase);
1529 draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1532 static void draw_arrow(drawing *dr, game_drawstate *ds,
1533 int x, int y, int xdx, int xdy, int cur)
1536 int ydy = -xdx, ydx = xdy;
1538 x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
1539 y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
1541 #define POINT(n, xx, yy) ( \
1542 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1543 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1545 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
1546 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
1547 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
1548 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
1549 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
1550 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
1551 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
1553 draw_polygon(dr, coords, 7, cur ? COL_POWERED : COL_LOWLIGHT, COL_TEXT);
1556 static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
1557 int cur_x, int cur_y, int cur)
1559 if (cur_x == -1 && cur_y == -1)
1560 return; /* 'no cursur here */
1561 else if (cur_x == -1) /* LH column. */
1562 draw_arrow(dr, ds, 0, cur_y+1, 0, -1, cur);
1563 else if (cur_x == ds->width) /* RH column */
1564 draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur);
1565 else if (cur_y == -1) /* Top row */
1566 draw_arrow(dr, ds, cur_x, 0, +1, 0, cur);
1567 else if (cur_y == ds->height) /* Bottom row */
1568 draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur);
1570 assert(!"Invalid cursor position");
1573 cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET,
1574 cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET,
1575 TILE_SIZE, TILE_SIZE);
1578 static void game_redraw(drawing *dr, game_drawstate *ds,
1579 const game_state *oldstate, const game_state *state,
1580 int dir, const game_ui *ui,
1584 unsigned char *active;
1587 int cur_x = -1, cur_y = -1;
1590 * Clear the screen and draw the exterior barrier lines if this
1591 * is our first call.
1599 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
1600 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
1602 draw_update(dr, 0, 0,
1603 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
1604 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
1606 for (phase = 0; phase < 2; phase++) {
1608 for (x = 0; x < ds->width; x++) {
1609 if (barrier(state, x, 0) & UL)
1610 draw_barrier_corner(dr, ds, x, -1, LD, phase);
1611 if (barrier(state, x, 0) & RU)
1612 draw_barrier_corner(dr, ds, x, -1, DR, phase);
1613 if (barrier(state, x, 0) & U)
1614 draw_barrier(dr, ds, x, -1, D, phase);
1615 if (barrier(state, x, ds->height-1) & DR)
1616 draw_barrier_corner(dr, ds, x, ds->height, RU, phase);
1617 if (barrier(state, x, ds->height-1) & LD)
1618 draw_barrier_corner(dr, ds, x, ds->height, UL, phase);
1619 if (barrier(state, x, ds->height-1) & D)
1620 draw_barrier(dr, ds, x, ds->height, U, phase);
1623 for (y = 0; y < ds->height; y++) {
1624 if (barrier(state, 0, y) & UL)
1625 draw_barrier_corner(dr, ds, -1, y, RU, phase);
1626 if (barrier(state, 0, y) & LD)
1627 draw_barrier_corner(dr, ds, -1, y, DR, phase);
1628 if (barrier(state, 0, y) & L)
1629 draw_barrier(dr, ds, -1, y, R, phase);
1630 if (barrier(state, ds->width-1, y) & RU)
1631 draw_barrier_corner(dr, ds, ds->width, y, UL, phase);
1632 if (barrier(state, ds->width-1, y) & DR)
1633 draw_barrier_corner(dr, ds, ds->width, y, LD, phase);
1634 if (barrier(state, ds->width-1, y) & R)
1635 draw_barrier(dr, ds, ds->width, y, L, phase);
1640 * Arrows for making moves.
1642 for (x = 0; x < ds->width; x++) {
1643 if (x == state->cx) continue;
1644 draw_arrow(dr, ds, x, 0, +1, 0, 0);
1645 draw_arrow(dr, ds, x+1, ds->height, -1, 0, 0);
1647 for (y = 0; y < ds->height; y++) {
1648 if (y == state->cy) continue;
1649 draw_arrow(dr, ds, ds->width, y, 0, +1, 0);
1650 draw_arrow(dr, ds, 0, y+1, 0, -1, 0);
1653 if (ui->cur_visible) {
1654 cur_x = ui->cur_x; cur_y = ui->cur_y;
1656 if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
1657 /* Cursor has changed; redraw two (prev and curr) arrows. */
1658 assert(cur_x != state->cx && cur_y != state->cy);
1660 draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
1661 draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
1662 ds->cur_x = cur_x; ds->cur_y = cur_y;
1665 /* Check if this is an undo. If so, we will need to run any animation
1668 if (oldstate && oldstate->move_count > state->move_count) {
1669 const game_state * tmpstate = state;
1671 oldstate = tmpstate;
1675 if (oldstate && (t < ANIM_TIME)) {
1677 * We're animating a slide, of row/column number
1678 * state->last_move_pos, in direction
1679 * state->last_move_dir
1681 xshift = state->last_move_row == -1 ? 0.0F :
1682 (1 - t / ANIM_TIME) * state->last_move_dir;
1683 yshift = state->last_move_col == -1 ? 0.0F :
1684 (1 - t / ANIM_TIME) * state->last_move_dir;
1690 * We're animating a completion flash. Find which frame
1693 frame = (int)(ft / FLASH_FRAME);
1697 * Draw any tile which differs from the way it was last drawn.
1699 if (xshift != 0.0 || yshift != 0.0) {
1700 active = compute_active(state,
1701 state->last_move_row, state->last_move_col);
1703 active = compute_active(state, -1, -1);
1707 BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
1708 TILE_SIZE * state->width + TILE_BORDER,
1709 TILE_SIZE * state->height + TILE_BORDER);
1711 for (x = 0; x < ds->width; x++)
1712 for (y = 0; y < ds->height; y++) {
1713 unsigned char c = tile(state, x, y) | index(state, active, x, y);
1716 * In a completion flash, we adjust the FLASHING bit
1717 * depending on our distance from the centre point and
1721 int xdist, ydist, dist;
1722 xdist = (x < state->cx ? state->cx - x : x - state->cx);
1723 ydist = (y < state->cy ? state->cy - y : y - state->cy);
1724 dist = (xdist > ydist ? xdist : ydist);
1726 if (frame >= dist && frame < dist+4) {
1727 int flash = (frame - dist) & 1;
1728 flash = flash ? FLASHING : 0;
1729 c = (c &~ FLASHING) | flash;
1733 if (index(state, ds->visible, x, y) != c ||
1734 index(state, ds->visible, x, y) == 0xFF ||
1735 (x == state->last_move_col || y == state->last_move_row))
1737 float xs = (y == state->last_move_row ? xshift : (float)0.0);
1738 float ys = (x == state->last_move_col ? yshift : (float)0.0);
1740 draw_tile(dr, ds, state, x, y, c, xs, ys);
1741 if (xs < 0 && x == 0)
1742 draw_tile(dr, ds, state, state->width, y, c, xs, ys);
1743 else if (xs > 0 && x == state->width - 1)
1744 draw_tile(dr, ds, state, -1, y, c, xs, ys);
1745 else if (ys < 0 && y == 0)
1746 draw_tile(dr, ds, state, x, state->height, c, xs, ys);
1747 else if (ys > 0 && y == state->height - 1)
1748 draw_tile(dr, ds, state, x, -1, c, xs, ys);
1750 if (x == state->last_move_col || y == state->last_move_row)
1751 index(state, ds->visible, x, y) = 0xFF;
1753 index(state, ds->visible, x, y) = c;
1757 for (x = 0; x < ds->width; x++)
1758 for (y = 0; y < ds->height; y++)
1759 draw_tile_barriers(dr, ds, state, x, y);
1764 * Update the status bar.
1767 char statusbuf[256];
1770 n = state->width * state->height;
1771 for (i = a = 0; i < n; i++)
1775 if (state->used_solve)
1776 sprintf(statusbuf, "Moves since auto-solve: %d",
1777 state->move_count - state->completed);
1779 sprintf(statusbuf, "%sMoves: %d",
1780 (state->completed ? "COMPLETED! " : ""),
1781 (state->completed ? state->completed : state->move_count));
1783 if (state->movetarget)
1784 sprintf(statusbuf + strlen(statusbuf), " (target %d)",
1787 sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
1789 status_bar(dr, statusbuf);
1795 static float game_anim_length(const game_state *oldstate,
1796 const game_state *newstate, int dir, game_ui *ui)
1801 static float game_flash_length(const game_state *oldstate,
1802 const game_state *newstate, int dir, game_ui *ui)
1805 * If the game has just been completed, we display a completion
1808 if (!oldstate->completed && newstate->completed &&
1809 !oldstate->used_solve && !newstate->used_solve) {
1812 if (size < newstate->cx+1)
1813 size = newstate->cx+1;
1814 if (size < newstate->cy+1)
1815 size = newstate->cy+1;
1816 if (size < newstate->width - newstate->cx)
1817 size = newstate->width - newstate->cx;
1818 if (size < newstate->height - newstate->cy)
1819 size = newstate->height - newstate->cy;
1820 return FLASH_FRAME * (size+4);
1826 static int game_status(const game_state *state)
1828 return state->completed ? +1 : 0;
1831 static int game_timing_state(const game_state *state, game_ui *ui)
1836 static void game_print_size(const game_params *params, float *x, float *y)
1840 static void game_print(drawing *dr, const game_state *state, int tilesize)
1845 #define thegame netslide
1848 const struct game thegame = {
1849 "Netslide", "games.netslide", "netslide",
1851 game_fetch_preset, NULL,
1856 TRUE, game_configure, custom_params,
1864 FALSE, game_can_format_as_text_now, game_text_format,
1872 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1875 game_free_drawstate,
1880 FALSE, FALSE, game_print_size, game_print,
1881 TRUE, /* wants_statusbar */
1882 FALSE, game_timing_state,
1886 /* vim: set shiftwidth=4 tabstop=8: */