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- /*
- * netslide.c: cross between Net and Sixteen, courtesy of Richard
- * Boulton.
- */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- #include <ctype.h>
- #include <limits.h>
- #ifdef NO_TGMATH_H
- # include <math.h>
- #else
- # include <tgmath.h>
- #endif
- #include "puzzles.h"
- #include "tree234.h"
- #define MATMUL(xr,yr,m,x,y) do { \
- float rx, ry, xx = (x), yy = (y), *mat = (m); \
- rx = mat[0] * xx + mat[2] * yy; \
- ry = mat[1] * xx + mat[3] * yy; \
- (xr) = rx; (yr) = ry; \
- } while (0)
- /* Direction and other bitfields */
- #define R 0x01
- #define U 0x02
- #define L 0x04
- #define D 0x08
- #define FLASHING 0x10
- #define ACTIVE 0x20
- /* Corner flags go in the barriers array */
- #define RU 0x10
- #define UL 0x20
- #define LD 0x40
- #define DR 0x80
- /* Get tile at given coordinate */
- #define T(state, x, y) ( (y) * (state)->width + (x) )
- /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
- #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
- #define C(x) ( (((x) & 0x0E) >> 1) | (((x) & 0x01) << 3) )
- #define F(x) ( (((x) & 0x0C) >> 2) | (((x) & 0x03) << 2) )
- #define ROT(x, n) ( ((n)&3) == 0 ? (x) : \
- ((n)&3) == 1 ? A(x) : \
- ((n)&3) == 2 ? F(x) : C(x) )
- /* X and Y displacements */
- #define X(x) ( (x) == R ? +1 : (x) == L ? -1 : 0 )
- #define Y(x) ( (x) == D ? +1 : (x) == U ? -1 : 0 )
- /* Bit count */
- #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \
- (((x) & 0x02) >> 1) + ((x) & 0x01) )
- #define PREFERRED_TILE_SIZE 48
- #define TILE_SIZE (ds->tilesize)
- #define BORDER TILE_SIZE
- #define TILE_BORDER 1
- #define WINDOW_OFFSET 0
- #define ANIM_TIME 0.13F
- #define FLASH_FRAME 0.07F
- enum {
- COL_BACKGROUND,
- COL_FLASHING,
- COL_BORDER,
- COL_WIRE,
- COL_ENDPOINT,
- COL_POWERED,
- COL_BARRIER,
- COL_LOWLIGHT,
- COL_TEXT,
- NCOLOURS
- };
- struct game_params {
- int width;
- int height;
- bool wrapping;
- float barrier_probability;
- int movetarget;
- };
- struct game_state {
- int width, height, cx, cy, completed;
- bool wrapping, used_solve;
- int move_count, movetarget;
- /* position (row or col number, starting at 0) of last move. */
- int last_move_row, last_move_col;
- /* direction of last move: +1 or -1 */
- int last_move_dir;
- unsigned char *tiles;
- unsigned char *barriers;
- };
- #define OFFSET(x2,y2,x1,y1,dir,state) \
- ( (x2) = ((x1) + (state)->width + X((dir))) % (state)->width, \
- (y2) = ((y1) + (state)->height + Y((dir))) % (state)->height)
- #define index(state, a, x, y) ( a[(y) * (state)->width + (x)] )
- #define tile(state, x, y) index(state, (state)->tiles, x, y)
- #define barrier(state, x, y) index(state, (state)->barriers, x, y)
- struct xyd {
- int x, y, direction;
- };
- static int xyd_cmp(void *av, void *bv) {
- struct xyd *a = (struct xyd *)av;
- struct xyd *b = (struct xyd *)bv;
- if (a->x < b->x)
- return -1;
- if (a->x > b->x)
- return +1;
- if (a->y < b->y)
- return -1;
- if (a->y > b->y)
- return +1;
- if (a->direction < b->direction)
- return -1;
- if (a->direction > b->direction)
- return +1;
- return 0;
- }
- static struct xyd *new_xyd(int x, int y, int direction)
- {
- struct xyd *xyd = snew(struct xyd);
- xyd->x = x;
- xyd->y = y;
- xyd->direction = direction;
- return xyd;
- }
- static void slide_col(game_state *state, int dir, int col);
- static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col);
- static void slide_row(game_state *state, int dir, int row);
- static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row);
- /* ----------------------------------------------------------------------
- * Manage game parameters.
- */
- static game_params *default_params(void)
- {
- game_params *ret = snew(game_params);
- ret->width = 3;
- ret->height = 3;
- ret->wrapping = false;
- ret->barrier_probability = 1.0;
- ret->movetarget = 0;
- return ret;
- }
- static const struct { int x, y, wrap, bprob; const char* desc; }
- netslide_presets[] = {
- {3, 3, false, 1, " easy"},
- {3, 3, false, 0, " medium"},
- {3, 3, true, 0, " hard"},
- {4, 4, false, 1, " easy"},
- {4, 4, false, 0, " medium"},
- {4, 4, true, 0, " hard"},
- {5, 5, false, 1, " easy"},
- {5, 5, false, 0, " medium"},
- {5, 5, true, 0, " hard"},
- };
- static bool game_fetch_preset(int i, char **name, game_params **params)
- {
- game_params *ret;
- char str[80];
- if (i < 0 || i >= lenof(netslide_presets))
- return false;
- ret = snew(game_params);
- ret->width = netslide_presets[i].x;
- ret->height = netslide_presets[i].y;
- ret->wrapping = netslide_presets[i].wrap;
- ret->barrier_probability = (float)netslide_presets[i].bprob;
- ret->movetarget = 0;
- sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
- *name = dupstr(str);
- *params = ret;
- return true;
- }
- static void free_params(game_params *params)
- {
- sfree(params);
- }
- static game_params *dup_params(const game_params *params)
- {
- game_params *ret = snew(game_params);
- *ret = *params; /* structure copy */
- return ret;
- }
- static void decode_params(game_params *ret, char const *string)
- {
- char const *p = string;
- ret->wrapping = false;
- ret->barrier_probability = 0.0;
- ret->movetarget = 0;
- ret->width = atoi(p);
- while (*p && isdigit((unsigned char)*p)) p++;
- if (*p == 'x') {
- p++;
- ret->height = atoi(p);
- while (*p && isdigit((unsigned char)*p)) p++;
- ret->wrapping = (*p == 'w');
- if (ret->wrapping)
- p++;
- if (*p == 'b') {
- ret->barrier_probability = (float)atof(++p);
- while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++;
- }
- if (*p == 'm') {
- ret->movetarget = atoi(++p);
- }
- } else {
- ret->height = ret->width;
- }
- }
- static char *encode_params(const game_params *params, bool full)
- {
- char ret[400];
- int len;
- len = sprintf(ret, "%dx%d", params->width, params->height);
- if (params->wrapping)
- ret[len++] = 'w';
- if (full && params->barrier_probability)
- len += sprintf(ret+len, "b%g", params->barrier_probability);
- /* Shuffle limit is part of the limited parameters, because we have to
- * provide the target move count. */
- if (params->movetarget)
- len += sprintf(ret+len, "m%d", params->movetarget);
- assert(len < lenof(ret));
- ret[len] = '\0';
- return dupstr(ret);
- }
- static config_item *game_configure(const game_params *params)
- {
- config_item *ret;
- char buf[80];
- ret = snewn(6, config_item);
- ret[0].name = "Width";
- ret[0].type = C_STRING;
- sprintf(buf, "%d", params->width);
- ret[0].u.string.sval = dupstr(buf);
- ret[1].name = "Height";
- ret[1].type = C_STRING;
- sprintf(buf, "%d", params->height);
- ret[1].u.string.sval = dupstr(buf);
- ret[2].name = "Walls wrap around";
- ret[2].type = C_BOOLEAN;
- ret[2].u.boolean.bval = params->wrapping;
- ret[3].name = "Barrier probability";
- ret[3].type = C_STRING;
- sprintf(buf, "%g", params->barrier_probability);
- ret[3].u.string.sval = dupstr(buf);
- ret[4].name = "Number of shuffling moves";
- ret[4].type = C_STRING;
- sprintf(buf, "%d", params->movetarget);
- ret[4].u.string.sval = dupstr(buf);
- ret[5].name = NULL;
- ret[5].type = C_END;
- return ret;
- }
- static game_params *custom_params(const config_item *cfg)
- {
- game_params *ret = snew(game_params);
- ret->width = atoi(cfg[0].u.string.sval);
- ret->height = atoi(cfg[1].u.string.sval);
- ret->wrapping = cfg[2].u.boolean.bval;
- ret->barrier_probability = (float)atof(cfg[3].u.string.sval);
- ret->movetarget = atoi(cfg[4].u.string.sval);
- return ret;
- }
- static const char *validate_params(const game_params *params, bool full)
- {
- if (params->width <= 1 || params->height <= 1)
- return "Width and height must both be greater than one";
- if (params->width > INT_MAX / params->height)
- return "Width times height must not be unreasonably large";
- if (params->barrier_probability < 0)
- return "Barrier probability may not be negative";
- if (params->barrier_probability > 1)
- return "Barrier probability may not be greater than 1";
- return NULL;
- }
- /* ----------------------------------------------------------------------
- * Randomly select a new game description.
- */
- static char *new_game_desc(const game_params *params, random_state *rs,
- char **aux, bool interactive)
- {
- tree234 *possibilities, *barriertree;
- int w, h, x, y, cx, cy, nbarriers;
- unsigned char *tiles, *barriers;
- char *desc, *p;
- w = params->width;
- h = params->height;
- tiles = snewn(w * h, unsigned char);
- memset(tiles, 0, w * h);
- barriers = snewn(w * h, unsigned char);
- memset(barriers, 0, w * h);
- cx = w / 2;
- cy = h / 2;
- /*
- * Construct the unshuffled grid.
- *
- * To do this, we simply start at the centre point, repeatedly
- * choose a random possibility out of the available ways to
- * extend a used square into an unused one, and do it. After
- * extending the third line out of a square, we remove the
- * fourth from the possibilities list to avoid any full-cross
- * squares (which would make the game too easy because they
- * only have one orientation).
- *
- * The slightly worrying thing is the avoidance of full-cross
- * squares. Can this cause our unsophisticated construction
- * algorithm to paint itself into a corner, by getting into a
- * situation where there are some unreached squares and the
- * only way to reach any of them is to extend a T-piece into a
- * full cross?
- *
- * Answer: no it can't, and here's a proof.
- *
- * Any contiguous group of such unreachable squares must be
- * surrounded on _all_ sides by T-pieces pointing away from the
- * group. (If not, then there is a square which can be extended
- * into one of the `unreachable' ones, and so it wasn't
- * unreachable after all.) In particular, this implies that
- * each contiguous group of unreachable squares must be
- * rectangular in shape (any deviation from that yields a
- * non-T-piece next to an `unreachable' square).
- *
- * So we have a rectangle of unreachable squares, with T-pieces
- * forming a solid border around the rectangle. The corners of
- * that border must be connected (since every tile connects all
- * the lines arriving in it), and therefore the border must
- * form a closed loop around the rectangle.
- *
- * But this can't have happened in the first place, since we
- * _know_ we've avoided creating closed loops! Hence, no such
- * situation can ever arise, and the naive grid construction
- * algorithm will guaranteeably result in a complete grid
- * containing no unreached squares, no full crosses _and_ no
- * closed loops. []
- */
- possibilities = newtree234(xyd_cmp);
- if (cx+1 < w)
- add234(possibilities, new_xyd(cx, cy, R));
- if (cy-1 >= 0)
- add234(possibilities, new_xyd(cx, cy, U));
- if (cx-1 >= 0)
- add234(possibilities, new_xyd(cx, cy, L));
- if (cy+1 < h)
- add234(possibilities, new_xyd(cx, cy, D));
- while (count234(possibilities) > 0) {
- int i;
- struct xyd *xyd;
- int x1, y1, d1, x2, y2, d2, d;
- /*
- * Extract a randomly chosen possibility from the list.
- */
- i = random_upto(rs, count234(possibilities));
- xyd = delpos234(possibilities, i);
- x1 = xyd->x;
- y1 = xyd->y;
- d1 = xyd->direction;
- sfree(xyd);
- OFFSET(x2, y2, x1, y1, d1, params);
- d2 = F(d1);
- #ifdef GENERATION_DIAGNOSTICS
- printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n",
- x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]);
- #endif
- /*
- * Make the connection. (We should be moving to an as yet
- * unused tile.)
- */
- index(params, tiles, x1, y1) |= d1;
- assert(index(params, tiles, x2, y2) == 0);
- index(params, tiles, x2, y2) |= d2;
- /*
- * If we have created a T-piece, remove its last
- * possibility.
- */
- if (COUNT(index(params, tiles, x1, y1)) == 3) {
- struct xyd xyd1, *xydp;
- xyd1.x = x1;
- xyd1.y = y1;
- xyd1.direction = 0x0F ^ index(params, tiles, x1, y1);
- xydp = find234(possibilities, &xyd1, NULL);
- if (xydp) {
- #ifdef GENERATION_DIAGNOSTICS
- printf("T-piece; removing (%d,%d,%c)\n",
- xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
- #endif
- del234(possibilities, xydp);
- sfree(xydp);
- }
- }
- /*
- * Remove all other possibilities that were pointing at the
- * tile we've just moved into.
- */
- for (d = 1; d < 0x10; d <<= 1) {
- int x3, y3, d3;
- struct xyd xyd1, *xydp;
- OFFSET(x3, y3, x2, y2, d, params);
- d3 = F(d);
- xyd1.x = x3;
- xyd1.y = y3;
- xyd1.direction = d3;
- xydp = find234(possibilities, &xyd1, NULL);
- if (xydp) {
- #ifdef GENERATION_DIAGNOSTICS
- printf("Loop avoidance; removing (%d,%d,%c)\n",
- xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]);
- #endif
- del234(possibilities, xydp);
- sfree(xydp);
- }
- }
- /*
- * Add new possibilities to the list for moving _out_ of
- * the tile we have just moved into.
- */
- for (d = 1; d < 0x10; d <<= 1) {
- int x3, y3;
- if (d == d2)
- continue; /* we've got this one already */
- if (!params->wrapping) {
- if (d == U && y2 == 0)
- continue;
- if (d == D && y2 == h-1)
- continue;
- if (d == L && x2 == 0)
- continue;
- if (d == R && x2 == w-1)
- continue;
- }
- OFFSET(x3, y3, x2, y2, d, params);
- if (index(params, tiles, x3, y3))
- continue; /* this would create a loop */
- #ifdef GENERATION_DIAGNOSTICS
- printf("New frontier; adding (%d,%d,%c)\n",
- x2, y2, "0RU3L567D9abcdef"[d]);
- #endif
- add234(possibilities, new_xyd(x2, y2, d));
- }
- }
- /* Having done that, we should have no possibilities remaining. */
- assert(count234(possibilities) == 0);
- freetree234(possibilities);
- /*
- * Now compute a list of the possible barrier locations.
- */
- barriertree = newtree234(xyd_cmp);
- for (y = 0; y < h; y++) {
- for (x = 0; x < w; x++) {
- if (!(index(params, tiles, x, y) & R) &&
- (params->wrapping || x < w-1))
- add234(barriertree, new_xyd(x, y, R));
- if (!(index(params, tiles, x, y) & D) &&
- (params->wrapping || y < h-1))
- add234(barriertree, new_xyd(x, y, D));
- }
- }
- /*
- * Save the unshuffled grid in aux.
- */
- {
- char *solution;
- int i;
- /*
- * String format is exactly the same as a solve move, so we
- * can just dupstr this in solve_game().
- */
- solution = snewn(w * h + 2, char);
- solution[0] = 'S';
- for (i = 0; i < w * h; i++)
- solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF];
- solution[w*h+1] = '\0';
- *aux = solution;
- }
- /*
- * Now shuffle the grid.
- * FIXME - this simply does a set of random moves to shuffle the pieces,
- * although we make a token effort to avoid boring cases by avoiding moves
- * that directly undo the previous one, or that repeat so often as to
- * turn into fewer moves.
- *
- * A better way would be to number all the pieces, generate a placement
- * for all the numbers as for "sixteen", observing parity constraints if
- * neccessary, and then place the pieces according to their numbering.
- * BUT - I'm not sure if this will work, since we disallow movement of
- * the middle row and column.
- */
- {
- int i;
- int cols = w - 1;
- int rows = h - 1;
- int moves = params->movetarget;
- int prevdir = -1, prevrowcol = -1, nrepeats = 0;
- if (!moves) moves = cols * rows * 2;
- for (i = 0; i < moves; /* incremented conditionally */) {
- /* Choose a direction: 0,1,2,3 = up, right, down, left. */
- int dir = random_upto(rs, 4);
- int rowcol;
- if (dir % 2 == 0) {
- int col = random_upto(rs, cols);
- if (col >= cx) col += 1; /* avoid centre */
- if (col == prevrowcol) {
- if (dir == 2-prevdir)
- continue; /* undoes last move */
- else if (dir == prevdir && (nrepeats+1)*2 > h)
- continue; /* makes fewer moves */
- }
- slide_col_int(w, h, tiles, 1 - dir, col);
- rowcol = col;
- } else {
- int row = random_upto(rs, rows);
- if (row >= cy) row += 1; /* avoid centre */
- if (row == prevrowcol) {
- if (dir == 4-prevdir)
- continue; /* undoes last move */
- else if (dir == prevdir && (nrepeats+1)*2 > w)
- continue; /* makes fewer moves */
- }
- slide_row_int(w, h, tiles, 2 - dir, row);
- rowcol = row;
- }
- if (dir == prevdir && rowcol == prevrowcol)
- nrepeats++;
- else
- nrepeats = 1;
- prevdir = dir;
- prevrowcol = rowcol;
- i++; /* if we got here, the move was accepted */
- }
- }
- /*
- * And now choose barrier locations. (We carefully do this
- * _after_ shuffling, so that changing the barrier rate in the
- * params while keeping the random seed the same will give the
- * same shuffled grid and _only_ change the barrier locations.
- * Also the way we choose barrier locations, by repeatedly
- * choosing one possibility from the list until we have enough,
- * is designed to ensure that raising the barrier rate while
- * keeping the seed the same will provide a superset of the
- * previous barrier set - i.e. if you ask for 10 barriers, and
- * then decide that's still too hard and ask for 20, you'll get
- * the original 10 plus 10 more, rather than getting 20 new
- * ones and the chance of remembering your first 10.)
- */
- nbarriers = (int)(params->barrier_probability * count234(barriertree));
- assert(nbarriers >= 0 && nbarriers <= count234(barriertree));
- while (nbarriers > 0) {
- int i;
- struct xyd *xyd;
- int x1, y1, d1, x2, y2, d2;
- /*
- * Extract a randomly chosen barrier from the list.
- */
- i = random_upto(rs, count234(barriertree));
- xyd = delpos234(barriertree, i);
- assert(xyd != NULL);
- x1 = xyd->x;
- y1 = xyd->y;
- d1 = xyd->direction;
- sfree(xyd);
- OFFSET(x2, y2, x1, y1, d1, params);
- d2 = F(d1);
- index(params, barriers, x1, y1) |= d1;
- index(params, barriers, x2, y2) |= d2;
- nbarriers--;
- }
- /*
- * Clean up the rest of the barrier list.
- */
- {
- struct xyd *xyd;
- while ( (xyd = delpos234(barriertree, 0)) != NULL)
- sfree(xyd);
- freetree234(barriertree);
- }
- /*
- * Finally, encode the grid into a string game description.
- *
- * My syntax is extremely simple: each square is encoded as a
- * hex digit in which bit 0 means a connection on the right,
- * bit 1 means up, bit 2 left and bit 3 down. (i.e. the same
- * encoding as used internally). Each digit is followed by
- * optional barrier indicators: `v' means a vertical barrier to
- * the right of it, and `h' means a horizontal barrier below
- * it.
- */
- desc = snewn(w * h * 3 + 1, char);
- p = desc;
- for (y = 0; y < h; y++) {
- for (x = 0; x < w; x++) {
- *p++ = "0123456789abcdef"[index(params, tiles, x, y)];
- if ((params->wrapping || x < w-1) &&
- (index(params, barriers, x, y) & R))
- *p++ = 'v';
- if ((params->wrapping || y < h-1) &&
- (index(params, barriers, x, y) & D))
- *p++ = 'h';
- }
- }
- assert(p - desc <= w*h*3);
- *p = '\0';
- sfree(tiles);
- sfree(barriers);
- return desc;
- }
- static const char *validate_desc(const game_params *params, const char *desc)
- {
- int w = params->width, h = params->height;
- int i;
- for (i = 0; i < w*h; i++) {
- if (*desc >= '0' && *desc <= '9')
- /* OK */;
- else if (*desc >= 'a' && *desc <= 'f')
- /* OK */;
- else if (*desc >= 'A' && *desc <= 'F')
- /* OK */;
- else if (!*desc)
- return "Game description shorter than expected";
- else
- return "Game description contained unexpected character";
- desc++;
- while (*desc == 'h' || *desc == 'v')
- desc++;
- }
- if (*desc)
- return "Game description longer than expected";
- return NULL;
- }
- /* ----------------------------------------------------------------------
- * Construct an initial game state, given a description and parameters.
- */
- static game_state *new_game(midend *me, const game_params *params,
- const char *desc)
- {
- game_state *state;
- int w, h, x, y;
- assert(params->width > 0 && params->height > 0);
- assert(params->width > 1 || params->height > 1);
- /*
- * Create a blank game state.
- */
- state = snew(game_state);
- w = state->width = params->width;
- h = state->height = params->height;
- state->cx = state->width / 2;
- state->cy = state->height / 2;
- state->wrapping = params->wrapping;
- state->movetarget = params->movetarget;
- state->completed = 0;
- state->used_solve = false;
- state->move_count = 0;
- state->last_move_row = -1;
- state->last_move_col = -1;
- state->last_move_dir = 0;
- state->tiles = snewn(state->width * state->height, unsigned char);
- memset(state->tiles, 0, state->width * state->height);
- state->barriers = snewn(state->width * state->height, unsigned char);
- memset(state->barriers, 0, state->width * state->height);
- /*
- * Parse the game description into the grid.
- */
- for (y = 0; y < h; y++) {
- for (x = 0; x < w; x++) {
- if (*desc >= '0' && *desc <= '9')
- tile(state, x, y) = *desc - '0';
- else if (*desc >= 'a' && *desc <= 'f')
- tile(state, x, y) = *desc - 'a' + 10;
- else if (*desc >= 'A' && *desc <= 'F')
- tile(state, x, y) = *desc - 'A' + 10;
- if (*desc)
- desc++;
- while (*desc == 'h' || *desc == 'v') {
- int x2, y2, d1, d2;
- if (*desc == 'v')
- d1 = R;
- else
- d1 = D;
- OFFSET(x2, y2, x, y, d1, state);
- d2 = F(d1);
- barrier(state, x, y) |= d1;
- barrier(state, x2, y2) |= d2;
- desc++;
- }
- }
- }
- /*
- * Set up border barriers if this is a non-wrapping game.
- */
- if (!state->wrapping) {
- for (x = 0; x < state->width; x++) {
- barrier(state, x, 0) |= U;
- barrier(state, x, state->height-1) |= D;
- }
- for (y = 0; y < state->height; y++) {
- barrier(state, 0, y) |= L;
- barrier(state, state->width-1, y) |= R;
- }
- }
- /*
- * Set up the barrier corner flags, for drawing barriers
- * prettily when they meet.
- */
- for (y = 0; y < state->height; y++) {
- for (x = 0; x < state->width; x++) {
- int dir;
- for (dir = 1; dir < 0x10; dir <<= 1) {
- int dir2 = A(dir);
- int x1, y1, x2, y2, x3, y3;
- bool corner = false;
- if (!(barrier(state, x, y) & dir))
- continue;
- if (barrier(state, x, y) & dir2)
- corner = true;
- x1 = x + X(dir), y1 = y + Y(dir);
- if (x1 >= 0 && x1 < state->width &&
- y1 >= 0 && y1 < state->height &&
- (barrier(state, x1, y1) & dir2))
- corner = true;
- x2 = x + X(dir2), y2 = y + Y(dir2);
- if (x2 >= 0 && x2 < state->width &&
- y2 >= 0 && y2 < state->height &&
- (barrier(state, x2, y2) & dir))
- corner = true;
- if (corner) {
- barrier(state, x, y) |= (dir << 4);
- if (x1 >= 0 && x1 < state->width &&
- y1 >= 0 && y1 < state->height)
- barrier(state, x1, y1) |= (A(dir) << 4);
- if (x2 >= 0 && x2 < state->width &&
- y2 >= 0 && y2 < state->height)
- barrier(state, x2, y2) |= (C(dir) << 4);
- x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
- if (x3 >= 0 && x3 < state->width &&
- y3 >= 0 && y3 < state->height)
- barrier(state, x3, y3) |= (F(dir) << 4);
- }
- }
- }
- }
- return state;
- }
- static game_state *dup_game(const game_state *state)
- {
- game_state *ret;
- ret = snew(game_state);
- ret->width = state->width;
- ret->height = state->height;
- ret->cx = state->cx;
- ret->cy = state->cy;
- ret->wrapping = state->wrapping;
- ret->movetarget = state->movetarget;
- ret->completed = state->completed;
- ret->used_solve = state->used_solve;
- ret->move_count = state->move_count;
- ret->last_move_row = state->last_move_row;
- ret->last_move_col = state->last_move_col;
- ret->last_move_dir = state->last_move_dir;
- ret->tiles = snewn(state->width * state->height, unsigned char);
- memcpy(ret->tiles, state->tiles, state->width * state->height);
- ret->barriers = snewn(state->width * state->height, unsigned char);
- memcpy(ret->barriers, state->barriers, state->width * state->height);
- return ret;
- }
- static void free_game(game_state *state)
- {
- sfree(state->tiles);
- sfree(state->barriers);
- sfree(state);
- }
- static char *solve_game(const game_state *state, const game_state *currstate,
- const char *aux, const char **error)
- {
- if (!aux) {
- *error = "Solution not known for this puzzle";
- return NULL;
- }
- return dupstr(aux);
- }
- /* ----------------------------------------------------------------------
- * Utility routine.
- */
- /*
- * Compute which squares are reachable from the centre square, as a
- * quick visual aid to determining how close the game is to
- * completion. This is also a simple way to tell if the game _is_
- * completed - just call this function and see whether every square
- * is marked active.
- *
- * squares in the moving_row and moving_col are always inactive - this
- * is so that "current" doesn't appear to jump across moving lines.
- */
- static unsigned char *compute_active(const game_state *state,
- int moving_row, int moving_col)
- {
- unsigned char *active;
- tree234 *todo;
- struct xyd *xyd;
- active = snewn(state->width * state->height, unsigned char);
- memset(active, 0, state->width * state->height);
- /*
- * We only store (x,y) pairs in todo, but it's easier to reuse
- * xyd_cmp and just store direction 0 every time.
- */
- todo = newtree234(xyd_cmp);
- index(state, active, state->cx, state->cy) = ACTIVE;
- add234(todo, new_xyd(state->cx, state->cy, 0));
- while ( (xyd = delpos234(todo, 0)) != NULL) {
- int x1, y1, d1, x2, y2, d2;
- x1 = xyd->x;
- y1 = xyd->y;
- sfree(xyd);
- for (d1 = 1; d1 < 0x10; d1 <<= 1) {
- OFFSET(x2, y2, x1, y1, d1, state);
- d2 = F(d1);
- /*
- * If the next tile in this direction is connected to
- * us, and there isn't a barrier in the way, and it
- * isn't already marked active, then mark it active and
- * add it to the to-examine list.
- */
- if ((x2 != moving_col && y2 != moving_row) &&
- (tile(state, x1, y1) & d1) &&
- (tile(state, x2, y2) & d2) &&
- !(barrier(state, x1, y1) & d1) &&
- !index(state, active, x2, y2)) {
- index(state, active, x2, y2) = ACTIVE;
- add234(todo, new_xyd(x2, y2, 0));
- }
- }
- }
- /* Now we expect the todo list to have shrunk to zero size. */
- assert(count234(todo) == 0);
- freetree234(todo);
- return active;
- }
- struct game_ui {
- int cur_x, cur_y;
- bool cur_visible;
- };
- static game_ui *new_ui(const game_state *state)
- {
- game_ui *ui = snew(game_ui);
- ui->cur_x = 0;
- ui->cur_y = -1;
- ui->cur_visible = getenv_bool("PUZZLES_SHOW_CURSOR", false);
- return ui;
- }
- static void free_ui(game_ui *ui)
- {
- sfree(ui);
- }
- /* ----------------------------------------------------------------------
- * Process a move.
- */
- static void slide_row_int(int w, int h, unsigned char *tiles, int dir, int row)
- {
- int x = dir > 0 ? -1 : w;
- int tx = x + dir;
- int n = w - 1;
- unsigned char endtile;
- assert(0 <= tx && tx < w);
- endtile = tiles[row * w + tx];
- do {
- x = tx;
- tx = (x + dir + w) % w;
- tiles[row * w + x] = tiles[row * w + tx];
- } while (--n > 0);
- tiles[row * w + tx] = endtile;
- }
- static void slide_col_int(int w, int h, unsigned char *tiles, int dir, int col)
- {
- int y = dir > 0 ? -1 : h;
- int ty = y + dir;
- int n = h - 1;
- unsigned char endtile;
- assert(0 <= ty && ty < h);
- endtile = tiles[ty * w + col];
- do {
- y = ty;
- ty = (y + dir + h) % h;
- tiles[y * w + col] = tiles[ty * w + col];
- } while (--n > 0);
- tiles[ty * w + col] = endtile;
- }
- static void slide_row(game_state *state, int dir, int row)
- {
- slide_row_int(state->width, state->height, state->tiles, dir, row);
- }
- static void slide_col(game_state *state, int dir, int col)
- {
- slide_col_int(state->width, state->height, state->tiles, dir, col);
- }
- static void game_changed_state(game_ui *ui, const game_state *oldstate,
- const game_state *newstate)
- {
- }
- struct game_drawstate {
- bool started;
- int width, height;
- int tilesize;
- unsigned char *visible;
- int cur_x, cur_y;
- };
- static const char *current_key_label(const game_ui *ui,
- const game_state *state, int button)
- {
- if (IS_CURSOR_SELECT(button) && ui->cur_visible)
- return "Slide";
- return "";
- }
- static char *interpret_move(const game_state *state, game_ui *ui,
- const game_drawstate *ds,
- int x, int y, int button)
- {
- int cx, cy;
- int dx, dy;
- char buf[80];
- button &= ~MOD_MASK;
- if (IS_CURSOR_MOVE(button)) {
- int cpos, diff = 0;
- cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y);
- diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button);
- if (diff != 0) {
- do { /* we might have to do this more than once to skip missing arrows */
- cpos += diff;
- pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y);
- } while (ui->cur_x == state->cx || ui->cur_y == state->cy);
- }
- ui->cur_visible = true;
- return MOVE_UI_UPDATE;
- }
- if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
- cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
- cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
- ui->cur_visible = false;
- } else if (IS_CURSOR_SELECT(button)) {
- if (ui->cur_visible) {
- cx = ui->cur_x;
- cy = ui->cur_y;
- } else {
- /* 'click' when cursor is invisible just makes cursor visible. */
- ui->cur_visible = true;
- return MOVE_UI_UPDATE;
- }
- } else
- return NULL;
- if (cy >= 0 && cy < state->height && cy != state->cy)
- {
- if (cx == -1) dx = +1;
- else if (cx == state->width) dx = -1;
- else return NULL;
- dy = 0;
- }
- else if (cx >= 0 && cx < state->width && cx != state->cx)
- {
- if (cy == -1) dy = +1;
- else if (cy == state->height) dy = -1;
- else return NULL;
- dx = 0;
- }
- else
- return NULL;
- /* reverse direction if right hand button is pressed */
- if (button == RIGHT_BUTTON)
- {
- dx = -dx;
- dy = -dy;
- }
- if (dx == 0)
- sprintf(buf, "C%d,%d", cx, dy);
- else
- sprintf(buf, "R%d,%d", cy, dx);
- return dupstr(buf);
- }
- static game_state *execute_move(const game_state *from, const char *move)
- {
- game_state *ret;
- int c, d;
- bool col;
- if ((move[0] == 'C' || move[0] == 'R') &&
- sscanf(move+1, "%d,%d", &c, &d) == 2 &&
- c >= 0 && c < (move[0] == 'C' ? from->width : from->height) &&
- d <= (move[0] == 'C' ? from->height : from->width) &&
- d >= -(move[0] == 'C' ? from->height : from->width) && d != 0) {
- col = (move[0] == 'C');
- } else if (move[0] == 'S' &&
- strlen(move) == from->width * from->height + 1) {
- int i;
- ret = dup_game(from);
- ret->used_solve = true;
- ret->completed = ret->move_count = 1;
- for (i = 0; i < from->width * from->height; i++) {
- c = move[i+1];
- if (c >= '0' && c <= '9')
- c -= '0';
- else if (c >= 'A' && c <= 'F')
- c -= 'A' - 10;
- else if (c >= 'a' && c <= 'f')
- c -= 'a' - 10;
- else {
- free_game(ret);
- return NULL;
- }
- ret->tiles[i] = c;
- }
- return ret;
- } else
- return NULL; /* can't parse move string */
- ret = dup_game(from);
- if (col)
- slide_col(ret, d, c);
- else
- slide_row(ret, d, c);
- ret->move_count++;
- ret->last_move_row = col ? -1 : c;
- ret->last_move_col = col ? c : -1;
- ret->last_move_dir = d;
- /*
- * See if the game has been completed.
- */
- if (!ret->completed) {
- unsigned char *active = compute_active(ret, -1, -1);
- int x1, y1;
- bool complete = true;
- for (x1 = 0; x1 < ret->width; x1++)
- for (y1 = 0; y1 < ret->height; y1++)
- if (!index(ret, active, x1, y1)) {
- complete = false;
- goto break_label; /* break out of two loops at once */
- }
- break_label:
- sfree(active);
- if (complete)
- ret->completed = ret->move_count;
- }
- return ret;
- }
- /* ----------------------------------------------------------------------
- * Routines for drawing the game position on the screen.
- */
- static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
- {
- game_drawstate *ds = snew(game_drawstate);
- ds->started = false;
- ds->width = state->width;
- ds->height = state->height;
- ds->visible = snewn(state->width * state->height, unsigned char);
- ds->tilesize = 0; /* not decided yet */
- memset(ds->visible, 0xFF, state->width * state->height);
- ds->cur_x = ds->cur_y = -1;
- return ds;
- }
- static void game_free_drawstate(drawing *dr, game_drawstate *ds)
- {
- sfree(ds->visible);
- sfree(ds);
- }
- static void game_compute_size(const game_params *params, int tilesize,
- const game_ui *ui, int *x, int *y)
- {
- /* Ick: fake up `ds->tilesize' for macro expansion purposes */
- struct { int tilesize; } ads, *ds = &ads;
- ads.tilesize = tilesize;
- *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
- *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
- }
- static void game_set_size(drawing *dr, game_drawstate *ds,
- const game_params *params, int tilesize)
- {
- ds->tilesize = tilesize;
- }
- static float *game_colours(frontend *fe, int *ncolours)
- {
- float *ret;
- ret = snewn(NCOLOURS * 3, float);
- *ncolours = NCOLOURS;
- /*
- * Basic background colour is whatever the front end thinks is
- * a sensible default.
- */
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
- /*
- * Wires are black.
- */
- ret[COL_WIRE * 3 + 0] = 0.0F;
- ret[COL_WIRE * 3 + 1] = 0.0F;
- ret[COL_WIRE * 3 + 2] = 0.0F;
- /*
- * Powered wires and powered endpoints are cyan.
- */
- ret[COL_POWERED * 3 + 0] = 0.0F;
- ret[COL_POWERED * 3 + 1] = 1.0F;
- ret[COL_POWERED * 3 + 2] = 1.0F;
- /*
- * Barriers are red.
- */
- ret[COL_BARRIER * 3 + 0] = 1.0F;
- ret[COL_BARRIER * 3 + 1] = 0.0F;
- ret[COL_BARRIER * 3 + 2] = 0.0F;
- /*
- * Unpowered endpoints are blue.
- */
- ret[COL_ENDPOINT * 3 + 0] = 0.0F;
- ret[COL_ENDPOINT * 3 + 1] = 0.0F;
- ret[COL_ENDPOINT * 3 + 2] = 1.0F;
- /*
- * Tile borders are a darker grey than the background.
- */
- ret[COL_BORDER * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
- ret[COL_BORDER * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
- ret[COL_BORDER * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
- /*
- * Flashing tiles are a grey in between those two.
- */
- ret[COL_FLASHING * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
- ret[COL_FLASHING * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
- ret[COL_FLASHING * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
- ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
- ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.8F;
- ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.8F;
- ret[COL_TEXT * 3 + 0] = 0.0;
- ret[COL_TEXT * 3 + 1] = 0.0;
- ret[COL_TEXT * 3 + 2] = 0.0;
- return ret;
- }
- static void draw_filled_line(drawing *dr, int x1, int y1, int x2, int y2,
- int colour)
- {
- draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
- draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
- draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE);
- draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE);
- draw_line(dr, x1, y1, x2, y2, colour);
- }
- static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2,
- int colour)
- {
- int mx = (x1 < x2 ? x1 : x2);
- int my = (y1 < y2 ? y1 : y2);
- int dx = (x2 + x1 - 2*mx + 1);
- int dy = (y2 + y1 - 2*my + 1);
- draw_rect(dr, mx, my, dx, dy, colour);
- }
- static void draw_barrier_corner(drawing *dr, game_drawstate *ds,
- int x, int y, int dir, int phase)
- {
- int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
- int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
- int x1, y1, dx, dy, dir2;
- dir >>= 4;
- dir2 = A(dir);
- dx = X(dir) + X(dir2);
- dy = Y(dir) + Y(dir2);
- x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
- y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
- if (phase == 0) {
- draw_rect_coords(dr, bx+x1, by+y1,
- bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
- COL_WIRE);
- draw_rect_coords(dr, bx+x1, by+y1,
- bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
- COL_WIRE);
- } else {
- draw_rect_coords(dr, bx+x1, by+y1,
- bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
- COL_BARRIER);
- }
- }
- static void draw_barrier(drawing *dr, game_drawstate *ds,
- int x, int y, int dir, int phase)
- {
- int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
- int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
- int x1, y1, w, h;
- x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
- y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
- w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
- h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
- if (phase == 0) {
- draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
- } else {
- draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER);
- }
- }
- static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
- int x, int y, int tile, float xshift, float yshift)
- {
- int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
- int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE);
- float cx, cy, ex, ey;
- int dir, col;
- /*
- * When we draw a single tile, we must draw everything up to
- * and including the borders around the tile. This means that
- * if the neighbouring tiles have connections to those borders,
- * we must draw those connections on the borders themselves.
- *
- * This would be terribly fiddly if we ever had to draw a tile
- * while its neighbour was in mid-rotate, because we'd have to
- * arrange to _know_ that the neighbour was being rotated and
- * hence had an anomalous effect on the redraw of this tile.
- * Fortunately, the drawing algorithm avoids ever calling us in
- * this circumstance: we're either drawing lots of straight
- * tiles at game start or after a move is complete, or we're
- * repeatedly drawing only the rotating tile. So no problem.
- */
- /*
- * So. First blank the tile out completely: draw a big
- * rectangle in border colour, and a smaller rectangle in
- * background colour to fill it in.
- */
- draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
- COL_BORDER);
- draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER,
- TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
- tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
- /*
- * Draw the wires.
- */
- cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0F - 0.5F;
- col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
- for (dir = 1; dir < 0x10; dir <<= 1) {
- if (tile & dir) {
- ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
- ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
- draw_filled_line(dr, bx+(int)cx, by+(int)cy,
- bx+(int)(cx+ex), by+(int)(cy+ey),
- COL_WIRE);
- }
- }
- for (dir = 1; dir < 0x10; dir <<= 1) {
- if (tile & dir) {
- ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
- ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
- draw_line(dr, bx+(int)cx, by+(int)cy,
- bx+(int)(cx+ex), by+(int)(cy+ey), col);
- }
- }
- /*
- * Draw the box in the middle. We do this in blue if the tile
- * is an unpowered endpoint, in cyan if the tile is a powered
- * endpoint, in black if the tile is the centrepiece, and
- * otherwise not at all.
- */
- col = -1;
- if (x == state->cx && y == state->cy)
- col = COL_WIRE;
- else if (COUNT(tile) == 1) {
- col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT);
- }
- if (col >= 0) {
- int i, points[8];
- points[0] = +1; points[1] = +1;
- points[2] = +1; points[3] = -1;
- points[4] = -1; points[5] = -1;
- points[6] = -1; points[7] = +1;
- for (i = 0; i < 8; i += 2) {
- ex = (TILE_SIZE * 0.24F) * points[i];
- ey = (TILE_SIZE * 0.24F) * points[i+1];
- points[i] = bx+(int)(cx+ex);
- points[i+1] = by+(int)(cy+ey);
- }
- draw_polygon(dr, points, 4, col, COL_WIRE);
- }
- /*
- * Draw the points on the border if other tiles are connected
- * to us.
- */
- for (dir = 1; dir < 0x10; dir <<= 1) {
- int dx, dy, px, py, lx, ly, vx, vy, ox, oy;
- dx = X(dir);
- dy = Y(dir);
- ox = x + dx;
- oy = y + dy;
- if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height)
- continue;
- if (!(tile(state, ox, oy) & F(dir)))
- continue;
- px = bx + (int)(dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
- py = by + (int)(dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy);
- lx = dx * (TILE_BORDER-1);
- ly = dy * (TILE_BORDER-1);
- vx = (dy ? 1 : 0);
- vy = (dx ? 1 : 0);
- if (xshift == 0.0F && yshift == 0.0F && (tile & dir)) {
- /*
- * If we are fully connected to the other tile, we must
- * draw right across the tile border. (We can use our
- * own ACTIVE state to determine what colour to do this
- * in: if we are fully connected to the other tile then
- * the two ACTIVE states will be the same.)
- */
- draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
- draw_rect_coords(dr, px, py, px+lx, py+ly,
- (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
- } else {
- /*
- * The other tile extends into our border, but isn't
- * actually connected to us. Just draw a single black
- * dot.
- */
- draw_rect_coords(dr, px, py, px, py, COL_WIRE);
- }
- }
- draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
- }
- static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
- const game_state *state, int x, int y)
- {
- int phase;
- int dir;
- int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
- int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y;
- /*
- * Draw barrier corners, and then barriers.
- */
- for (phase = 0; phase < 2; phase++) {
- for (dir = 1; dir < 0x10; dir <<= 1)
- if (barrier(state, x, y) & (dir << 4))
- draw_barrier_corner(dr, ds, x, y, dir << 4, phase);
- for (dir = 1; dir < 0x10; dir <<= 1)
- if (barrier(state, x, y) & dir)
- draw_barrier(dr, ds, x, y, dir, phase);
- }
- draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
- }
- static void draw_arrow(drawing *dr, game_drawstate *ds,
- int x, int y, int xdx, int xdy, bool cur)
- {
- int coords[14];
- int ydy = -xdx, ydx = xdy;
- x = x * TILE_SIZE + BORDER + WINDOW_OFFSET;
- y = y * TILE_SIZE + BORDER + WINDOW_OFFSET;
- #define POINT(n, xx, yy) ( \
- coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
- coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
- POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
- POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
- POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
- POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
- POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
- POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
- POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(dr, coords, 7, cur ? COL_POWERED : COL_LOWLIGHT, COL_TEXT);
- }
- static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
- int cur_x, int cur_y, bool cur)
- {
- if (cur_x == -1 && cur_y == -1)
- return; /* 'no cursur here */
- else if (cur_x == -1) /* LH column. */
- draw_arrow(dr, ds, 0, cur_y+1, 0, -1, cur);
- else if (cur_x == ds->width) /* RH column */
- draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur);
- else if (cur_y == -1) /* Top row */
- draw_arrow(dr, ds, cur_x, 0, +1, 0, cur);
- else if (cur_y == ds->height) /* Bottom row */
- draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur);
- else
- assert(!"Invalid cursor position");
- draw_update(dr,
- cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET,
- cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET,
- TILE_SIZE, TILE_SIZE);
- }
- static void game_redraw(drawing *dr, game_drawstate *ds,
- const game_state *oldstate, const game_state *state,
- int dir, const game_ui *ui,
- float t, float ft)
- {
- int x, y, frame;
- unsigned char *active;
- float xshift = 0.0;
- float yshift = 0.0;
- int cur_x = -1, cur_y = -1;
- /*
- * Draw the exterior barrier lines if this is our first call.
- */
- if (!ds->started) {
- int phase;
- ds->started = true;
- for (phase = 0; phase < 2; phase++) {
- for (x = 0; x < ds->width; x++) {
- if (barrier(state, x, 0) & UL)
- draw_barrier_corner(dr, ds, x, -1, LD, phase);
- if (barrier(state, x, 0) & RU)
- draw_barrier_corner(dr, ds, x, -1, DR, phase);
- if (barrier(state, x, 0) & U)
- draw_barrier(dr, ds, x, -1, D, phase);
- if (barrier(state, x, ds->height-1) & DR)
- draw_barrier_corner(dr, ds, x, ds->height, RU, phase);
- if (barrier(state, x, ds->height-1) & LD)
- draw_barrier_corner(dr, ds, x, ds->height, UL, phase);
- if (barrier(state, x, ds->height-1) & D)
- draw_barrier(dr, ds, x, ds->height, U, phase);
- }
- for (y = 0; y < ds->height; y++) {
- if (barrier(state, 0, y) & UL)
- draw_barrier_corner(dr, ds, -1, y, RU, phase);
- if (barrier(state, 0, y) & LD)
- draw_barrier_corner(dr, ds, -1, y, DR, phase);
- if (barrier(state, 0, y) & L)
- draw_barrier(dr, ds, -1, y, R, phase);
- if (barrier(state, ds->width-1, y) & RU)
- draw_barrier_corner(dr, ds, ds->width, y, UL, phase);
- if (barrier(state, ds->width-1, y) & DR)
- draw_barrier_corner(dr, ds, ds->width, y, LD, phase);
- if (barrier(state, ds->width-1, y) & R)
- draw_barrier(dr, ds, ds->width, y, L, phase);
- }
- }
- /*
- * Arrows for making moves.
- */
- for (x = 0; x < ds->width; x++) {
- if (x == state->cx) continue;
- draw_arrow(dr, ds, x, 0, +1, 0, false);
- draw_arrow(dr, ds, x+1, ds->height, -1, 0, false);
- }
- for (y = 0; y < ds->height; y++) {
- if (y == state->cy) continue;
- draw_arrow(dr, ds, ds->width, y, 0, +1, false);
- draw_arrow(dr, ds, 0, y+1, 0, -1, false);
- }
- }
- if (ui->cur_visible) {
- cur_x = ui->cur_x; cur_y = ui->cur_y;
- }
- if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
- /* Cursor has changed; redraw two (prev and curr) arrows. */
- assert(cur_x != state->cx && cur_y != state->cy);
- draw_arrow_for_cursor(dr, ds, cur_x, cur_y, true);
- draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, false);
- ds->cur_x = cur_x; ds->cur_y = cur_y;
- }
- /* Check if this is an undo. If so, we will need to run any animation
- * backwards.
- */
- if (oldstate && oldstate->move_count > state->move_count) {
- const game_state * tmpstate = state;
- state = oldstate;
- oldstate = tmpstate;
- t = ANIM_TIME - t;
- }
- if (oldstate && (t < ANIM_TIME)) {
- /*
- * We're animating a slide, of row/column number
- * state->last_move_pos, in direction
- * state->last_move_dir
- */
- xshift = state->last_move_row == -1 ? 0.0F :
- (1 - t / ANIM_TIME) * state->last_move_dir;
- yshift = state->last_move_col == -1 ? 0.0F :
- (1 - t / ANIM_TIME) * state->last_move_dir;
- }
-
- frame = -1;
- if (ft > 0) {
- /*
- * We're animating a completion flash. Find which frame
- * we're at.
- */
- frame = (int)(ft / FLASH_FRAME);
- }
- /*
- * Draw any tile which differs from the way it was last drawn.
- */
- if (xshift != 0.0F || yshift != 0.0F) {
- active = compute_active(state,
- state->last_move_row, state->last_move_col);
- } else {
- active = compute_active(state, -1, -1);
- }
- clip(dr,
- BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
- TILE_SIZE * state->width + TILE_BORDER,
- TILE_SIZE * state->height + TILE_BORDER);
-
- for (x = 0; x < ds->width; x++)
- for (y = 0; y < ds->height; y++) {
- unsigned char c = tile(state, x, y) | index(state, active, x, y);
- /*
- * In a completion flash, we adjust the FLASHING bit
- * depending on our distance from the centre point and
- * the frame number.
- */
- if (frame >= 0) {
- int xdist, ydist, dist;
- xdist = (x < state->cx ? state->cx - x : x - state->cx);
- ydist = (y < state->cy ? state->cy - y : y - state->cy);
- dist = (xdist > ydist ? xdist : ydist);
- if (frame >= dist && frame < dist+4) {
- int flash = (frame - dist) & 1;
- flash = flash ? FLASHING : 0;
- c = (c &~ FLASHING) | flash;
- }
- }
- if (index(state, ds->visible, x, y) != c ||
- index(state, ds->visible, x, y) == 0xFF ||
- (x == state->last_move_col || y == state->last_move_row))
- {
- float xs = (y == state->last_move_row ? xshift : (float)0.0);
- float ys = (x == state->last_move_col ? yshift : (float)0.0);
- draw_tile(dr, ds, state, x, y, c, xs, ys);
- if (xs < 0 && x == 0)
- draw_tile(dr, ds, state, state->width, y, c, xs, ys);
- else if (xs > 0 && x == state->width - 1)
- draw_tile(dr, ds, state, -1, y, c, xs, ys);
- else if (ys < 0 && y == 0)
- draw_tile(dr, ds, state, x, state->height, c, xs, ys);
- else if (ys > 0 && y == state->height - 1)
- draw_tile(dr, ds, state, x, -1, c, xs, ys);
- if (x == state->last_move_col || y == state->last_move_row)
- index(state, ds->visible, x, y) = 0xFF;
- else
- index(state, ds->visible, x, y) = c;
- }
- }
- for (x = 0; x < ds->width; x++)
- for (y = 0; y < ds->height; y++)
- draw_tile_barriers(dr, ds, state, x, y);
- unclip(dr);
- /*
- * Update the status bar.
- */
- {
- char statusbuf[256];
- int i, n, a;
- n = state->width * state->height;
- for (i = a = 0; i < n; i++)
- if (active[i])
- a++;
- if (state->used_solve)
- sprintf(statusbuf, "Moves since auto-solve: %d",
- state->move_count - state->completed);
- else
- sprintf(statusbuf, "%sMoves: %d",
- (state->completed ? "COMPLETED! " : ""),
- (state->completed ? state->completed : state->move_count));
- if (state->movetarget)
- sprintf(statusbuf + strlen(statusbuf), " (target %d)",
- state->movetarget);
- sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
- status_bar(dr, statusbuf);
- }
- sfree(active);
- }
- static float game_anim_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- return ANIM_TIME;
- }
- static float game_flash_length(const game_state *oldstate,
- const game_state *newstate, int dir, game_ui *ui)
- {
- /*
- * If the game has just been completed, we display a completion
- * flash.
- */
- if (!oldstate->completed && newstate->completed &&
- !oldstate->used_solve && !newstate->used_solve) {
- int size;
- size = 0;
- if (size < newstate->cx+1)
- size = newstate->cx+1;
- if (size < newstate->cy+1)
- size = newstate->cy+1;
- if (size < newstate->width - newstate->cx)
- size = newstate->width - newstate->cx;
- if (size < newstate->height - newstate->cy)
- size = newstate->height - newstate->cy;
- return FLASH_FRAME * (size+4);
- }
- return 0.0F;
- }
- static void game_get_cursor_location(const game_ui *ui,
- const game_drawstate *ds,
- const game_state *state,
- const game_params *params,
- int *x, int *y, int *w, int *h)
- {
- if(ui->cur_visible) {
- *x = BORDER + WINDOW_OFFSET + TILE_SIZE * ui->cur_x;
- *y = BORDER + WINDOW_OFFSET + TILE_SIZE * ui->cur_y;
- *w = *h = TILE_SIZE;
- }
- }
- static int game_status(const game_state *state)
- {
- return state->completed ? +1 : 0;
- }
- #ifdef COMBINED
- #define thegame netslide
- #endif
- const struct game thegame = {
- "Netslide", "games.netslide", "netslide",
- default_params,
- game_fetch_preset, NULL,
- decode_params,
- encode_params,
- free_params,
- dup_params,
- true, game_configure, custom_params,
- validate_params,
- new_game_desc,
- validate_desc,
- new_game,
- dup_game,
- free_game,
- true, solve_game,
- false, NULL, NULL, /* can_format_as_text_now, text_format */
- NULL, NULL, /* get_prefs, set_prefs */
- new_ui,
- free_ui,
- NULL, /* encode_ui */
- NULL, /* decode_ui */
- NULL, /* game_request_keys */
- game_changed_state,
- current_key_label,
- interpret_move,
- execute_move,
- PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
- game_colours,
- game_new_drawstate,
- game_free_drawstate,
- game_redraw,
- game_anim_length,
- game_flash_length,
- game_get_cursor_location,
- game_status,
- false, false, NULL, NULL, /* print_size, print */
- true, /* wants_statusbar */
- false, NULL, /* timing_state */
- 0, /* flags */
- };
- /* vim: set shiftwidth=4 tabstop=8: */
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