2 * netslide.c: cross between Net and Sixteen, courtesy of Richard
16 #define PI 3.141592653589793238462643383279502884197169399
18 #define MATMUL(xr,yr,m,x,y) do { \
19 float rx, ry, xx = (x), yy = (y), *mat = (m); \
20 rx = mat[0] * xx + mat[2] * yy; \
21 ry = mat[1] * xx + mat[3] * yy; \
22 (xr) = rx; (yr) = ry; \
25 /* Direction and other bitfields */
32 /* Corner flags go in the barriers array */
38 /* Get tile at given coordinate */
39 #define T(state, x, y) ( (y) * (state)->width + (x) )
41 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
42 #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
43 #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
44 #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
45 #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
46 ((n)&3) == 1 ? A(x) : \
47 ((n)&3) == 2 ? F(x) : C(x) )
49 /* X and Y displacements */
50 #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
51 #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
54 #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
55 (((x) & 0x02) >> 1) + ((x) & 0x01) )
58 #define BORDER TILE_SIZE
60 #define WINDOW_OFFSET 0
62 #define ANIM_TIME 0.13F
63 #define FLASH_FRAME 0.07F
82 float barrier_probability;
86 int width, height, cx, cy, wrapping, completed;
89 /* position (row or col number, starting at 0) of last move. */
90 int last_move_row, last_move_col;
92 /* direction of last move: +1 or -1 */
96 unsigned char *barriers;
99 #define OFFSET(x2,y2,x1,y1,dir,state) \
100 ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
101 (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
103 #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
104 #define tile(state, x, y) index(state, (state)->tiles, x, y)
105 #define barrier(state, x, y) index(state, (state)->barriers, x, y)
111 static int xyd_cmp(void *av, void *bv) {
112 struct xyd *a = (struct xyd *)av;
113 struct xyd *b = (struct xyd *)bv;
122 if (a->direction < b->direction)
124 if (a->direction > b->direction)
129 static struct xyd *new_xyd(int x, int y, int direction)
131 struct xyd *xyd = snew(struct xyd);
134 xyd->direction = direction;
138 static void slide_col(game_state *state, int dir, int col);
139 static void slide_row(game_state *state, int dir, int row);
141 /* ----------------------------------------------------------------------
142 * Manage game parameters.
144 static game_params *default_params(void)
146 game_params *ret = snew(game_params);
150 ret->wrapping = FALSE;
151 ret->barrier_probability = 1.0;
156 static int game_fetch_preset(int i, char **name, game_params **params)
160 static const struct { int x, y, wrap, bprob; const char* desc; } values[] = {
161 {3, 3, FALSE, 1.0, " easy"},
162 {3, 3, FALSE, 0.0, " medium"},
163 {3, 3, TRUE, 0.0, " hard"},
164 {4, 4, FALSE, 1.0, " easy"},
165 {4, 4, FALSE, 0.0, " medium"},
166 {4, 4, TRUE, 0.0, " hard"},
167 {5, 5, FALSE, 1.0, " easy"},
168 {5, 5, FALSE, 0.0, " medium"},
169 {5, 5, TRUE, 0.0, " hard"},
172 if (i < 0 || i >= lenof(values))
175 ret = snew(game_params);
176 ret->width = values[i].x;
177 ret->height = values[i].y;
178 ret->wrapping = values[i].wrap;
179 ret->barrier_probability = values[i].bprob;
181 sprintf(str, "%dx%d%s", ret->width, ret->height,
189 static void free_params(game_params *params)
194 static game_params *dup_params(game_params *params)
196 game_params *ret = snew(game_params);
197 *ret = *params; /* structure copy */
201 static game_params *decode_params(char const *string)
203 game_params *ret = default_params();
204 char const *p = string;
206 ret->wrapping = FALSE;
207 ret->barrier_probability = 0.0;
209 ret->width = atoi(p);
210 while (*p && isdigit(*p)) p++;
213 ret->height = atoi(p);
214 while (*p && isdigit(*p)) p++;
215 if ( (ret->wrapping = (*p == 'w')) != 0 )
218 ret->barrier_probability = atof(p+1);
220 ret->height = ret->width;
226 static char *encode_params(game_params *params)
231 len = sprintf(ret, "%dx%d", params->width, params->height);
232 if (params->wrapping)
234 if (params->barrier_probability)
235 len += sprintf(ret+len, "b%g", params->barrier_probability);
236 assert(len < lenof(ret));
242 static config_item *game_configure(game_params *params)
247 ret = snewn(5, config_item);
249 ret[0].name = "Width";
250 ret[0].type = C_STRING;
251 sprintf(buf, "%d", params->width);
252 ret[0].sval = dupstr(buf);
255 ret[1].name = "Height";
256 ret[1].type = C_STRING;
257 sprintf(buf, "%d", params->height);
258 ret[1].sval = dupstr(buf);
261 ret[2].name = "Walls wrap around";
262 ret[2].type = C_BOOLEAN;
264 ret[2].ival = params->wrapping;
266 ret[3].name = "Barrier probability";
267 ret[3].type = C_STRING;
268 sprintf(buf, "%g", params->barrier_probability);
269 ret[3].sval = dupstr(buf);
280 static game_params *custom_params(config_item *cfg)
282 game_params *ret = snew(game_params);
284 ret->width = atoi(cfg[0].sval);
285 ret->height = atoi(cfg[1].sval);
286 ret->wrapping = cfg[2].ival;
287 ret->barrier_probability = (float)atof(cfg[3].sval);
292 static char *validate_params(game_params *params)
294 if (params->width <= 1 && params->height <= 1)
295 return "Width and height must both be greater than one";
296 if (params->width <= 1)
297 return "Width must be greater than one";
298 if (params->height <= 1)
299 return "Height must be greater than one";
300 if (params->barrier_probability < 0)
301 return "Barrier probability may not be negative";
302 if (params->barrier_probability > 1)
303 return "Barrier probability may not be greater than 1";
307 /* ----------------------------------------------------------------------
308 * Randomly select a new game seed.
311 static char *new_game_seed(game_params *params, random_state *rs)
314 * The full description of a Net game is far too large to
315 * encode directly in the seed, so by default we'll have to go
316 * for the simple approach of providing a random-number seed.
318 * (This does not restrict me from _later on_ inventing a seed
319 * string syntax which can never be generated by this code -
320 * for example, strings beginning with a letter - allowing me
321 * to type in a precise game, and have new_game detect it and
322 * understand it and do something completely different.)
325 sprintf(buf, "%lu", random_bits(rs, 32));
329 static char *validate_seed(game_params *params, char *seed)
332 * Since any string at all will suffice to seed the RNG, there
333 * is no validation required.
338 /* ----------------------------------------------------------------------
339 * Construct an initial game state, given a seed and parameters.
342 static game_state *new_game(game_params *params, char *seed)
346 tree234 *possibilities, *barriers;
347 int w, h, x, y, nbarriers;
349 assert(params->width > 0 && params->height > 0);
350 assert(params->width > 1 || params->height > 1);
353 * Create a blank game state.
355 state = snew(game_state);
356 w = state->width = params->width;
357 h = state->height = params->height;
358 state->cx = state->width / 2;
359 state->cy = state->height / 2;
360 state->wrapping = params->wrapping;
361 state->completed = 0;
362 state->move_count = 0;
363 state->last_move_row = -1;
364 state->last_move_col = -1;
365 state->last_move_dir = 0;
366 state->tiles = snewn(state->width * state->height, unsigned char);
367 memset(state->tiles, 0, state->width * state->height);
368 state->barriers = snewn(state->width * state->height, unsigned char);
369 memset(state->barriers, 0, state->width * state->height);
372 * Set up border barriers if this is a non-wrapping game.
374 if (!state->wrapping) {
375 for (x = 0; x < state->width; x++) {
376 barrier(state, x, 0) |= U;
377 barrier(state, x, state->height-1) |= D;
379 for (y = 0; y < state->height; y++) {
380 barrier(state, 0, y) |= L;
381 barrier(state, state->width-1, y) |= R;
386 * Seed the internal random number generator.
388 rs = random_init(seed, strlen(seed));
391 * Construct the unshuffled grid.
393 * To do this, we simply start at the centre point, repeatedly
394 * choose a random possibility out of the available ways to
395 * extend a used square into an unused one, and do it. After
396 * extending the third line out of a square, we remove the
397 * fourth from the possibilities list to avoid any full-cross
398 * squares (which would make the game too easy because they
399 * only have one orientation).
401 * The slightly worrying thing is the avoidance of full-cross
402 * squares. Can this cause our unsophisticated construction
403 * algorithm to paint itself into a corner, by getting into a
404 * situation where there are some unreached squares and the
405 * only way to reach any of them is to extend a T-piece into a
408 * Answer: no it can't, and here's a proof.
410 * Any contiguous group of such unreachable squares must be
411 * surrounded on _all_ sides by T-pieces pointing away from the
412 * group. (If not, then there is a square which can be extended
413 * into one of the `unreachable' ones, and so it wasn't
414 * unreachable after all.) In particular, this implies that
415 * each contiguous group of unreachable squares must be
416 * rectangular in shape (any deviation from that yields a
417 * non-T-piece next to an `unreachable' square).
419 * So we have a rectangle of unreachable squares, with T-pieces
420 * forming a solid border around the rectangle. The corners of
421 * that border must be connected (since every tile connects all
422 * the lines arriving in it), and therefore the border must
423 * form a closed loop around the rectangle.
425 * But this can't have happened in the first place, since we
426 * _know_ we've avoided creating closed loops! Hence, no such
427 * situation can ever arise, and the naive grid construction
428 * algorithm will guaranteeably result in a complete grid
429 * containing no unreached squares, no full crosses _and_ no
432 possibilities = newtree234(xyd_cmp);
434 if (state->cx+1 < state->width)
435 add234(possibilities, new_xyd(state->cx, state->cy, R));
436 if (state->cy-1 >= 0)
437 add234(possibilities, new_xyd(state->cx, state->cy, U));
438 if (state->cx-1 >= 0)
439 add234(possibilities, new_xyd(state->cx, state->cy, L));
440 if (state->cy+1 < state->height)
441 add234(possibilities, new_xyd(state->cx, state->cy, D));
443 while (count234(possibilities) > 0) {
446 int x1, y1, d1, x2, y2, d2, d;
449 * Extract a randomly chosen possibility from the list.
451 i = random_upto(rs, count234(possibilities));
452 xyd = delpos234(possibilities, i);
458 OFFSET(x2, y2, x1, y1, d1, state);
461 printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
462 x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
466 * Make the connection. (We should be moving to an as yet
469 tile(state, x1, y1) |= d1;
470 assert(tile(state, x2, y2) == 0);
471 tile(state, x2, y2) |= d2;
474 * If we have created a T-piece, remove its last
477 if (COUNT(tile(state, x1, y1)) == 3) {
478 struct xyd xyd1, *xydp;
482 xyd1.direction = 0x0F ^ tile(state, x1, y1);
484 xydp = find234(possibilities, &xyd1, NULL);
488 printf("T-piece; removing (%d,%d,%c)\n",
489 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
491 del234(possibilities, xydp);
497 * Remove all other possibilities that were pointing at the
498 * tile we've just moved into.
500 for (d = 1; d < 0x10; d <<= 1) {
502 struct xyd xyd1, *xydp;
504 OFFSET(x3, y3, x2, y2, d, state);
511 xydp = find234(possibilities, &xyd1, NULL);
515 printf("Loop avoidance; removing (%d,%d,%c)\n",
516 xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
518 del234(possibilities, xydp);
524 * Add new possibilities to the list for moving _out_ of
525 * the tile we have just moved into.
527 for (d = 1; d < 0x10; d <<= 1) {
531 continue; /* we've got this one already */
533 if (!state->wrapping) {
534 if (d == U && y2 == 0)
536 if (d == D && y2 == state->height-1)
538 if (d == L && x2 == 0)
540 if (d == R && x2 == state->width-1)
544 OFFSET(x3, y3, x2, y2, d, state);
546 if (tile(state, x3, y3))
547 continue; /* this would create a loop */
550 printf("New frontier; adding (%d,%d,%c)\n",
551 x2, y2, "0RU3L567D9abcdef"[d]);
553 add234(possibilities, new_xyd(x2, y2, d));
556 /* Having done that, we should have no possibilities remaining. */
557 assert(count234(possibilities) == 0);
558 freetree234(possibilities);
561 * Now compute a list of the possible barrier locations.
563 barriers = newtree234(xyd_cmp);
564 for (y = 0; y < state->height; y++) {
565 for (x = 0; x < state->width; x++) {
567 if (!(tile(state, x, y) & R) &&
568 (state->wrapping || x < state->width-1))
569 add234(barriers, new_xyd(x, y, R));
570 if (!(tile(state, x, y) & D) &&
571 (state->wrapping || y < state->height-1))
572 add234(barriers, new_xyd(x, y, D));
577 * Now shuffle the grid.
578 * FIXME - this simply does a set of random moves to shuffle the pieces.
579 * A better way would be to number all the pieces, generate a placement
580 * for all the numbers as for "sixteen", observing parity constraints if
581 * neccessary, and then place the pieces according to their numbering.
582 * BUT - I'm not sure if this will work, since we disallow movement of
583 * the middle row and column.
587 int cols = state->width - 1;
588 int rows = state->height - 1;
589 for (i = 0; i < cols * rows * 2; i++) {
590 /* Choose a direction: 0,1,2,3 = up, right, down, left. */
591 int dir = random_upto(rs, 4);
593 int col = random_upto(rs, cols);
594 if (col >= state->cx) col += 1;
595 slide_col(state, 1 - dir, col);
597 int row = random_upto(rs, rows);
598 if (row >= state->cy) row += 1;
599 slide_row(state, 2 - dir, row);
605 * And now choose barrier locations. (We carefully do this
606 * _after_ shuffling, so that changing the barrier rate in the
607 * params while keeping the game seed the same will give the
608 * same shuffled grid and _only_ change the barrier locations.
609 * Also the way we choose barrier locations, by repeatedly
610 * choosing one possibility from the list until we have enough,
611 * is designed to ensure that raising the barrier rate while
612 * keeping the seed the same will provide a superset of the
613 * previous barrier set - i.e. if you ask for 10 barriers, and
614 * then decide that's still too hard and ask for 20, you'll get
615 * the original 10 plus 10 more, rather than getting 20 new
616 * ones and the chance of remembering your first 10.)
618 nbarriers = (int)(params->barrier_probability * count234(barriers));
619 assert(nbarriers >= 0 && nbarriers <= count234(barriers));
621 while (nbarriers > 0) {
624 int x1, y1, d1, x2, y2, d2;
627 * Extract a randomly chosen barrier from the list.
629 i = random_upto(rs, count234(barriers));
630 xyd = delpos234(barriers, i);
639 OFFSET(x2, y2, x1, y1, d1, state);
642 barrier(state, x1, y1) |= d1;
643 barrier(state, x2, y2) |= d2;
649 * Clean up the rest of the barrier list.
654 while ( (xyd = delpos234(barriers, 0)) != NULL)
657 freetree234(barriers);
661 * Set up the barrier corner flags, for drawing barriers
662 * prettily when they meet.
664 for (y = 0; y < state->height; y++) {
665 for (x = 0; x < state->width; x++) {
668 for (dir = 1; dir < 0x10; dir <<= 1) {
670 int x1, y1, x2, y2, x3, y3;
673 if (!(barrier(state, x, y) & dir))
676 if (barrier(state, x, y) & dir2)
679 x1 = x + X(dir), y1 = y + Y(dir);
680 if (x1 >= 0 && x1 < state->width &&
681 y1 >= 0 && y1 < state->height &&
682 (barrier(state, x1, y1) & dir2))
685 x2 = x + X(dir2), y2 = y + Y(dir2);
686 if (x2 >= 0 && x2 < state->width &&
687 y2 >= 0 && y2 < state->height &&
688 (barrier(state, x2, y2) & dir))
692 barrier(state, x, y) |= (dir << 4);
693 if (x1 >= 0 && x1 < state->width &&
694 y1 >= 0 && y1 < state->height)
695 barrier(state, x1, y1) |= (A(dir) << 4);
696 if (x2 >= 0 && x2 < state->width &&
697 y2 >= 0 && y2 < state->height)
698 barrier(state, x2, y2) |= (C(dir) << 4);
699 x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
700 if (x3 >= 0 && x3 < state->width &&
701 y3 >= 0 && y3 < state->height)
702 barrier(state, x3, y3) |= (F(dir) << 4);
713 static game_state *dup_game(game_state *state)
717 ret = snew(game_state);
718 ret->width = state->width;
719 ret->height = state->height;
722 ret->wrapping = state->wrapping;
723 ret->completed = state->completed;
724 ret->move_count = state->move_count;
725 ret->last_move_row = state->last_move_row;
726 ret->last_move_col = state->last_move_col;
727 ret->last_move_dir = state->last_move_dir;
728 ret->tiles = snewn(state->width * state->height, unsigned char);
729 memcpy(ret->tiles, state->tiles, state->width * state->height);
730 ret->barriers = snewn(state->width * state->height, unsigned char);
731 memcpy(ret->barriers, state->barriers, state->width * state->height);
736 static void free_game(game_state *state)
739 sfree(state->barriers);
743 /* ----------------------------------------------------------------------
748 * Compute which squares are reachable from the centre square, as a
749 * quick visual aid to determining how close the game is to
750 * completion. This is also a simple way to tell if the game _is_
751 * completed - just call this function and see whether every square
754 * squares in the moving_row and moving_col are always inactive - this
755 * is so that "current" doesn't appear to jump across moving lines.
757 static unsigned char *compute_active(game_state *state,
758 int moving_row, int moving_col)
760 unsigned char *active;
764 active = snewn(state->width * state->height, unsigned char);
765 memset(active, 0, state->width * state->height);
768 * We only store (x,y) pairs in todo, but it's easier to reuse
769 * xyd_cmp and just store direction 0 every time.
771 todo = newtree234(xyd_cmp);
772 index(state, active, state->cx, state->cy) = ACTIVE;
773 add234(todo, new_xyd(state->cx, state->cy, 0));
775 while ( (xyd = delpos234(todo, 0)) != NULL) {
776 int x1, y1, d1, x2, y2, d2;
782 for (d1 = 1; d1 < 0x10; d1 <<= 1) {
783 OFFSET(x2, y2, x1, y1, d1, state);
787 * If the next tile in this direction is connected to
788 * us, and there isn't a barrier in the way, and it
789 * isn't already marked active, then mark it active and
790 * add it to the to-examine list.
792 if ((x2 != moving_col && y2 != moving_row) &&
793 (tile(state, x1, y1) & d1) &&
794 (tile(state, x2, y2) & d2) &&
795 !(barrier(state, x1, y1) & d1) &&
796 !index(state, active, x2, y2)) {
797 index(state, active, x2, y2) = ACTIVE;
798 add234(todo, new_xyd(x2, y2, 0));
802 /* Now we expect the todo list to have shrunk to zero size. */
803 assert(count234(todo) == 0);
814 static game_ui *new_ui(game_state *state)
816 game_ui *ui = snew(game_ui);
817 ui->cur_x = state->width / 2;
818 ui->cur_y = state->height / 2;
819 ui->cur_visible = FALSE;
824 static void free_ui(game_ui *ui)
829 /* ----------------------------------------------------------------------
833 static void slide_row(game_state *state, int dir, int row)
835 int x = dir > 0 ? -1 : state->width;
837 int n = state->width - 1;
838 unsigned char endtile = state->tiles[T(state, tx, row)];
841 tx = (x + dir + state->width) % state->width;
842 state->tiles[T(state, x, row)] = state->tiles[T(state, tx, row)];
844 state->tiles[T(state, tx, row)] = endtile;
847 static void slide_col(game_state *state, int dir, int col)
849 int y = dir > 0 ? -1 : state->height;
851 int n = state->height - 1;
852 unsigned char endtile = state->tiles[T(state, col, ty)];
855 ty = (y + dir + state->height) % state->height;
856 state->tiles[T(state, col, y)] = state->tiles[T(state, col, ty)];
858 state->tiles[T(state, col, ty)] = endtile;
861 static game_state *make_move(game_state *state, game_ui *ui,
862 int x, int y, int button)
868 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
871 cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
872 cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
874 if (cy >= 0 && cy < state->height && cy != state->cy)
876 if (cx == -1) dx = +1;
877 else if (cx == state->width) dx = -1;
882 else if (cx >= 0 && cx < state->width && cx != state->cx)
884 if (cy == -1) dy = +1;
885 else if (cy == state->height) dy = -1;
893 /* reverse direction if right hand button is pressed */
894 if (button == RIGHT_BUTTON)
900 ret = dup_game(state);
902 if (dx == 0) slide_col(ret, dy, cx);
903 else slide_row(ret, dx, cy);
906 ret->last_move_row = dx ? cy : -1;
907 ret->last_move_col = dx ? -1 : cx;
908 ret->last_move_dir = dx + dy;
911 * See if the game has been completed.
913 if (!ret->completed) {
914 unsigned char *active = compute_active(ret, -1, -1);
918 for (x1 = 0; x1 < ret->width; x1++)
919 for (y1 = 0; y1 < ret->height; y1++)
920 if (!index(ret, active, x1, y1)) {
922 goto break_label; /* break out of two loops at once */
929 ret->completed = ret->move_count;
935 /* ----------------------------------------------------------------------
936 * Routines for drawing the game position on the screen.
939 struct game_drawstate {
942 unsigned char *visible;
945 static game_drawstate *game_new_drawstate(game_state *state)
947 game_drawstate *ds = snew(game_drawstate);
950 ds->width = state->width;
951 ds->height = state->height;
952 ds->visible = snewn(state->width * state->height, unsigned char);
953 memset(ds->visible, 0xFF, state->width * state->height);
958 static void game_free_drawstate(game_drawstate *ds)
964 static void game_size(game_params *params, int *x, int *y)
966 *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
967 *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
970 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
974 ret = snewn(NCOLOURS * 3, float);
975 *ncolours = NCOLOURS;
978 * Basic background colour is whatever the front end thinks is
979 * a sensible default.
981 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
986 ret[COL_WIRE * 3 + 0] = 0.0F;
987 ret[COL_WIRE * 3 + 1] = 0.0F;
988 ret[COL_WIRE * 3 + 2] = 0.0F;
991 * Powered wires and powered endpoints are cyan.
993 ret[COL_POWERED * 3 + 0] = 0.0F;
994 ret[COL_POWERED * 3 + 1] = 1.0F;
995 ret[COL_POWERED * 3 + 2] = 1.0F;
1000 ret[COL_BARRIER * 3 + 0] = 1.0F;
1001 ret[COL_BARRIER * 3 + 1] = 0.0F;
1002 ret[COL_BARRIER * 3 + 2] = 0.0F;
1005 * Unpowered endpoints are blue.
1007 ret[COL_ENDPOINT * 3 + 0] = 0.0F;
1008 ret[COL_ENDPOINT * 3 + 1] = 0.0F;
1009 ret[COL_ENDPOINT * 3 + 2] = 1.0F;
1012 * Tile borders are a darker grey than the background.
1014 ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1015 ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1016 ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1019 * Flashing tiles are a grey in between those two.
1021 ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1022 ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1023 ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1025 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
1026 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
1027 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
1028 ret[COL_TEXT * 3 + 0] = 0.0;
1029 ret[COL_TEXT * 3 + 1] = 0.0;
1030 ret[COL_TEXT * 3 + 2] = 0.0;
1035 static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
1038 draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
1039 draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
1040 draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
1041 draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
1042 draw_line(fe, x1, y1, x2, y2, colour);
1045 static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
1048 int mx = (x1 < x2 ? x1 : x2);
1049 int my = (y1 < y2 ? y1 : y2);
1050 int dx = (x2 + x1 - 2*mx + 1);
1051 int dy = (y2 + y1 - 2*my + 1);
1053 draw_rect(fe, mx, my, dx, dy, colour);
1056 static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
1058 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1059 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1060 int x1, y1, dx, dy, dir2;
1065 dx = X(dir) + X(dir2);
1066 dy = Y(dir) + Y(dir2);
1067 x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1068 y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
1071 draw_rect_coords(fe, bx+x1, by+y1,
1072 bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
1074 draw_rect_coords(fe, bx+x1, by+y1,
1075 bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
1078 draw_rect_coords(fe, bx+x1, by+y1,
1079 bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
1084 static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
1086 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1087 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1090 x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
1091 y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
1092 w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1093 h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
1096 draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
1098 draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
1102 static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
1103 float xshift, float yshift)
1105 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
1106 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
1107 float cx, cy, ex, ey;
1111 * When we draw a single tile, we must draw everything up to
1112 * and including the borders around the tile. This means that
1113 * if the neighbouring tiles have connections to those borders,
1114 * we must draw those connections on the borders themselves.
1116 * This would be terribly fiddly if we ever had to draw a tile
1117 * while its neighbour was in mid-rotate, because we'd have to
1118 * arrange to _know_ that the neighbour was being rotated and
1119 * hence had an anomalous effect on the redraw of this tile.
1120 * Fortunately, the drawing algorithm avoids ever calling us in
1121 * this circumstance: we're either drawing lots of straight
1122 * tiles at game start or after a move is complete, or we're
1123 * repeatedly drawing only the rotating tile. So no problem.
1127 * So. First blank the tile out completely: draw a big
1128 * rectangle in border colour, and a smaller rectangle in
1129 * background colour to fill it in.
1131 draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
1133 draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
1134 TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
1135 tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
1140 cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
1141 col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
1142 for (dir = 1; dir < 0x10; dir <<= 1) {
1144 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1145 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1146 draw_thick_line(fe, bx+(int)cx, by+(int)cy,
1147 bx+(int)(cx+ex), by+(int)(cy+ey),
1151 for (dir = 1; dir < 0x10; dir <<= 1) {
1153 ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
1154 ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
1155 draw_line(fe, bx+(int)cx, by+(int)cy,
1156 bx+(int)(cx+ex), by+(int)(cy+ey), col);
1161 * Draw the box in the middle. We do this in blue if the tile
1162 * is an unpowered endpoint, in cyan if the tile is a powered
1163 * endpoint, in black if the tile is the centrepiece, and
1164 * otherwise not at all.
1167 if (x == state->cx && y == state->cy)
1169 else if (COUNT(tile) == 1) {
1170 col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
1175 points[0] = +1; points[1] = +1;
1176 points[2] = +1; points[3] = -1;
1177 points[4] = -1; points[5] = -1;
1178 points[6] = -1; points[7] = +1;
1180 for (i = 0; i < 8; i += 2) {
1181 ex = (TILE_SIZE * 0.24F) * points[i];
1182 ey = (TILE_SIZE * 0.24F) * points[i+1];
1183 points[i] = bx+(int)(cx+ex);
1184 points[i+1] = by+(int)(cy+ey);
1187 draw_polygon(fe, points, 4, TRUE, col);
1188 draw_polygon(fe, points, 4, FALSE, COL_WIRE);
1192 * Draw the points on the border if other tiles are connected
1195 for (dir = 1; dir < 0x10; dir <<= 1) {
1196 int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
1204 if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
1207 if (!(tile(state, ox, oy) & F(dir)))
1210 px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
1211 py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
1212 lx = dx * (TILE_BORDER-1);
1213 ly = dy * (TILE_BORDER-1);
1217 if (xshift == 0.0 && yshift == 0.0 && (tile & dir)) {
1219 * If we are fully connected to the other tile, we must
1220 * draw right across the tile border. (We can use our
1221 * own ACTIVE state to determine what colour to do this
1222 * in: if we are fully connected to the other tile then
1223 * the two ACTIVE states will be the same.)
1225 draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
1226 draw_rect_coords(fe, px, py, px+lx, py+ly,
1227 (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
1230 * The other tile extends into our border, but isn't
1231 * actually connected to us. Just draw a single black
1234 draw_rect_coords(fe, px, py, px, py, COL_WIRE);
1238 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1241 static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y)
1245 int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
1246 int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
1248 * Draw barrier corners, and then barriers.
1250 for (phase = 0; phase < 2; phase++) {
1251 for (dir = 1; dir < 0x10; dir <<= 1)
1252 if (barrier(state, x, y) & (dir << 4))
1253 draw_barrier_corner(fe, x, y, dir << 4, phase);
1254 for (dir = 1; dir < 0x10; dir <<= 1)
1255 if (barrier(state, x, y) & dir)
1256 draw_barrier(fe, x, y, dir, phase);
1259 draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
1262 static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
1265 int ydy = -xdx, ydx = xdy;
1267 x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
1268 y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
1270 #define POINT(n, xx, yy) ( \
1271 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
1272 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
1274 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
1275 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
1276 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
1277 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
1278 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
1279 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
1280 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
1282 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
1283 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
1286 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1287 game_state *state, int dir, game_ui *ui, float t, float ft)
1289 int x, y, tx, ty, frame;
1290 unsigned char *active;
1295 * Clear the screen and draw the exterior barrier lines if this
1296 * is our first call.
1304 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
1305 BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
1307 draw_update(fe, 0, 0,
1308 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
1309 BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
1311 for (phase = 0; phase < 2; phase++) {
1313 for (x = 0; x < ds->width; x++) {
1314 if (barrier(state, x, 0) & UL)
1315 draw_barrier_corner(fe, x, -1, LD, phase);
1316 if (barrier(state, x, 0) & RU)
1317 draw_barrier_corner(fe, x, -1, DR, phase);
1318 if (barrier(state, x, 0) & U)
1319 draw_barrier(fe, x, -1, D, phase);
1320 if (barrier(state, x, ds->height-1) & DR)
1321 draw_barrier_corner(fe, x, ds->height, RU, phase);
1322 if (barrier(state, x, ds->height-1) & LD)
1323 draw_barrier_corner(fe, x, ds->height, UL, phase);
1324 if (barrier(state, x, ds->height-1) & D)
1325 draw_barrier(fe, x, ds->height, U, phase);
1328 for (y = 0; y < ds->height; y++) {
1329 if (barrier(state, 0, y) & UL)
1330 draw_barrier_corner(fe, -1, y, RU, phase);
1331 if (barrier(state, 0, y) & LD)
1332 draw_barrier_corner(fe, -1, y, DR, phase);
1333 if (barrier(state, 0, y) & L)
1334 draw_barrier(fe, -1, y, R, phase);
1335 if (barrier(state, ds->width-1, y) & RU)
1336 draw_barrier_corner(fe, ds->width, y, UL, phase);
1337 if (barrier(state, ds->width-1, y) & DR)
1338 draw_barrier_corner(fe, ds->width, y, LD, phase);
1339 if (barrier(state, ds->width-1, y) & R)
1340 draw_barrier(fe, ds->width, y, L, phase);
1345 * Arrows for making moves.
1347 for (x = 0; x < ds->width; x++) {
1348 if (x == state->cx) continue;
1349 draw_arrow(fe, x, 0, +1, 0);
1350 draw_arrow(fe, x+1, ds->height, -1, 0);
1352 for (y = 0; y < ds->height; y++) {
1353 if (y == state->cy) continue;
1354 draw_arrow(fe, ds->width, y, 0, +1);
1355 draw_arrow(fe, 0, y+1, 0, -1);
1359 /* Check if this is an undo. If so, we will need to run any animation
1362 if (oldstate && oldstate->move_count > state->move_count) {
1363 game_state * tmpstate = state;
1365 oldstate = tmpstate;
1370 if (oldstate && (t < ANIM_TIME)) {
1372 * We're animating a slide, of row/column number
1373 * state->last_move_pos, in direction
1374 * state->last_move_dir
1376 xshift = state->last_move_row == -1 ? 0.0 :
1377 (1 - t / ANIM_TIME) * state->last_move_dir;
1378 yshift = state->last_move_col == -1 ? 0.0 :
1379 (1 - t / ANIM_TIME) * state->last_move_dir;
1385 * We're animating a completion flash. Find which frame
1388 frame = (int)(ft / FLASH_FRAME);
1392 * Draw any tile which differs from the way it was last drawn.
1394 if (xshift != 0.0 || yshift != 0.0) {
1395 active = compute_active(state,
1396 state->last_move_row, state->last_move_col);
1398 active = compute_active(state, -1, -1);
1402 BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
1403 TILE_SIZE * state->width + TILE_BORDER,
1404 TILE_SIZE * state->height + TILE_BORDER);
1406 for (x = 0; x < ds->width; x++)
1407 for (y = 0; y < ds->height; y++) {
1408 unsigned char c = tile(state, x, y) | index(state, active, x, y);
1411 * In a completion flash, we adjust the FLASHING bit
1412 * depending on our distance from the centre point and
1416 int xdist, ydist, dist;
1417 xdist = (x < state->cx ? state->cx - x : x - state->cx);
1418 ydist = (y < state->cy ? state->cy - y : y - state->cy);
1419 dist = (xdist > ydist ? xdist : ydist);
1421 if (frame >= dist && frame < dist+4) {
1422 int flash = (frame - dist) & 1;
1423 flash = flash ? FLASHING : 0;
1424 c = (c &~ FLASHING) | flash;
1428 if (index(state, ds->visible, x, y) != c ||
1429 index(state, ds->visible, x, y) == 0xFF ||
1430 (x == state->last_move_col || y == state->last_move_row))
1432 float xs = (y == state->last_move_row ? xshift : 0.0);
1433 float ys = (x == state->last_move_col ? yshift : 0.0);
1435 draw_tile(fe, state, x, y, c, xs, ys);
1436 if (xs < 0 && x == 0)
1437 draw_tile(fe, state, state->width, y, c, xs, ys);
1438 else if (xs > 0 && x == state->width - 1)
1439 draw_tile(fe, state, -1, y, c, xs, ys);
1440 else if (ys < 0 && y == 0)
1441 draw_tile(fe, state, x, state->height, c, xs, ys);
1442 else if (ys > 0 && y == state->height - 1)
1443 draw_tile(fe, state, x, -1, c, xs, ys);
1445 if (x == state->last_move_col || y == state->last_move_row)
1446 index(state, ds->visible, x, y) = 0xFF;
1448 index(state, ds->visible, x, y) = c;
1452 for (x = 0; x < ds->width; x++)
1453 for (y = 0; y < ds->height; y++)
1454 draw_tile_barriers(fe, state, x, y);
1459 * Update the status bar.
1462 char statusbuf[256];
1465 n = state->width * state->height;
1466 for (i = a = 0; i < n; i++)
1470 sprintf(statusbuf, "%sMoves: %d Active: %d/%d",
1471 (state->completed ? "COMPLETED! " : ""),
1472 (state->completed ? state->completed : state->move_count),
1475 status_bar(fe, statusbuf);
1481 static float game_anim_length(game_state *oldstate,
1482 game_state *newstate, int dir)
1487 static float game_flash_length(game_state *oldstate,
1488 game_state *newstate, int dir)
1491 * If the game has just been completed, we display a completion
1494 if (!oldstate->completed && newstate->completed) {
1497 if (size < newstate->cx+1)
1498 size = newstate->cx+1;
1499 if (size < newstate->cy+1)
1500 size = newstate->cy+1;
1501 if (size < newstate->width - newstate->cx)
1502 size = newstate->width - newstate->cx;
1503 if (size < newstate->height - newstate->cy)
1504 size = newstate->height - newstate->cy;
1505 return FLASH_FRAME * (size+4);
1511 static int game_wants_statusbar(void)
1517 #define thegame netslide
1520 const struct game thegame = {
1521 "Netslide", "games.netslide",
1528 TRUE, game_configure, custom_params,
1541 game_free_drawstate,
1545 game_wants_statusbar,