mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Further general development. Net is now playable, though
configuration is absent as yet. [originally from svn r4145]
This commit is contained in:
638
net.c
638
net.c
@ -6,16 +6,32 @@
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <math.h>
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#include "puzzles.h"
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#include "tree234.h"
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/* Direction bitfields */
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#define PI 3.141592653589793238462643383279502884197169399
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#define MATMUL(xr,yr,m,x,y) do { \
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float rx, ry, xx = (x), yy = (y), *mat = (m); \
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rx = mat[0] * xx + mat[2] * yy; \
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ry = mat[1] * xx + mat[3] * yy; \
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(xr) = rx; (yr) = ry; \
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} while (0)
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/* Direction and other bitfields */
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#define R 0x01
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#define U 0x02
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#define L 0x04
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#define D 0x08
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#define LOCKED 0x10
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#define ACTIVE 0x20
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/* Corner flags go in the barriers array */
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#define RU 0x10
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#define UL 0x20
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#define LD 0x40
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#define DR 0x80
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/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
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#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
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@ -37,6 +53,20 @@
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#define TILE_BORDER 1
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#define WINDOW_OFFSET 16
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#define ROTATE_TIME 0.1
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#define FLASH_FRAME 0.05
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enum {
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COL_BACKGROUND,
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COL_LOCKED,
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COL_BORDER,
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COL_WIRE,
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COL_ENDPOINT,
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COL_POWERED,
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COL_BARRIER,
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NCOLOURS
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};
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struct game_params {
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int width;
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int height;
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@ -45,7 +75,7 @@ struct game_params {
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};
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struct game_state {
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int width, height, wrapping, completed;
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int width, height, cx, cy, wrapping, completed, last_rotate_dir;
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unsigned char *tiles;
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unsigned char *barriers;
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};
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@ -96,10 +126,10 @@ game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->width = 5;
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ret->height = 5;
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ret->wrapping = FALSE;
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ret->barrier_probability = 0.0;
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ret->width = 11;
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ret->height = 11;
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ret->wrapping = TRUE;
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ret->barrier_probability = 0.1;
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return ret;
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}
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@ -151,7 +181,10 @@ game_state *new_game(game_params *params, char *seed)
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state = snew(game_state);
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w = state->width = params->width;
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h = state->height = params->height;
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state->cx = state->width / 2;
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state->cy = state->height / 2;
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state->wrapping = params->wrapping;
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state->last_rotate_dir = +1; /* *shrug* */
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state->completed = FALSE;
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state->tiles = snewn(state->width * state->height, unsigned char);
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memset(state->tiles, 0, state->width * state->height);
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@ -167,8 +200,8 @@ game_state *new_game(game_params *params, char *seed)
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barrier(state, x, state->height-1) |= D;
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}
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for (y = 0; y < state->height; y++) {
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barrier(state, y, 0) |= L;
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barrier(state, y, state->width-1) |= R;
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barrier(state, 0, y) |= L;
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barrier(state, state->width-1, y) |= R;
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}
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}
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@ -220,10 +253,11 @@ game_state *new_game(game_params *params, char *seed)
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* closed loops. []
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*/
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possibilities = newtree234(xyd_cmp);
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add234(possibilities, new_xyd(w/2, h/2, R));
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add234(possibilities, new_xyd(w/2, h/2, U));
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add234(possibilities, new_xyd(w/2, h/2, L));
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add234(possibilities, new_xyd(w/2, h/2, D));
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add234(possibilities, new_xyd(state->cx, state->cy, R));
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add234(possibilities, new_xyd(state->cx, state->cy, U));
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add234(possibilities, new_xyd(state->cx, state->cy, L));
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add234(possibilities, new_xyd(state->cx, state->cy, D));
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while (count234(possibilities) > 0) {
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int i;
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@ -346,12 +380,14 @@ game_state *new_game(game_params *params, char *seed)
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* Now compute a list of the possible barrier locations.
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*/
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barriers = newtree234(xyd_cmp);
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for (y = 0; y < state->height - (!state->wrapping); y++) {
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for (x = 0; x < state->width - (!state->wrapping); x++) {
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for (y = 0; y < state->height; y++) {
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for (x = 0; x < state->width; x++) {
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if (!(tile(state, x, y) & R))
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if (!(tile(state, x, y) & R) &&
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(state->wrapping || x < state->width-1))
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add234(barriers, new_xyd(x, y, R));
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if (!(tile(state, x, y) & D))
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if (!(tile(state, x, y) & D) &&
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(state->wrapping || y < state->height-1))
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add234(barriers, new_xyd(x, y, D));
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}
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}
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@ -359,8 +395,8 @@ game_state *new_game(game_params *params, char *seed)
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/*
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* Now shuffle the grid.
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*/
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for (y = 0; y < state->height - (!state->wrapping); y++) {
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for (x = 0; x < state->width - (!state->wrapping); x++) {
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for (y = 0; y < state->height; y++) {
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for (x = 0; x < state->width; x++) {
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int orig = tile(state, x, y);
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int rot = random_upto(rs, 4);
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tile(state, x, y) = ROT(orig, rot);
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@ -423,6 +459,54 @@ game_state *new_game(game_params *params, char *seed)
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freetree234(barriers);
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}
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/*
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* Set up the barrier corner flags, for drawing barriers
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* prettily when they meet.
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*/
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for (y = 0; y < state->height; y++) {
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for (x = 0; x < state->width; x++) {
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int dir;
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for (dir = 1; dir < 0x10; dir <<= 1) {
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int dir2 = A(dir);
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int x1, y1, x2, y2, x3, y3;
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int corner = FALSE;
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if (!(barrier(state, x, y) & dir))
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continue;
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if (barrier(state, x, y) & dir2)
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corner = TRUE;
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x1 = x + X(dir), y1 = y + Y(dir);
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if (x1 >= 0 && x1 < state->width &&
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y1 >= 0 && y1 < state->width &&
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(barrier(state, x1, y1) & dir2))
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corner = TRUE;
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x2 = x + X(dir2), y2 = y + Y(dir2);
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if (x2 >= 0 && x2 < state->width &&
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y2 >= 0 && y2 < state->width &&
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(barrier(state, x2, y2) & dir))
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corner = TRUE;
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if (corner) {
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barrier(state, x, y) |= (dir << 4);
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if (x1 >= 0 && x1 < state->width &&
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y1 >= 0 && y1 < state->width)
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barrier(state, x1, y1) |= (A(dir) << 4);
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if (x2 >= 0 && x2 < state->width &&
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y2 >= 0 && y2 < state->width)
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barrier(state, x2, y2) |= (C(dir) << 4);
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x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2);
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if (x3 >= 0 && x3 < state->width &&
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y3 >= 0 && y3 < state->width)
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barrier(state, x3, y3) |= (F(dir) << 4);
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}
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}
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}
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}
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random_free(rs);
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return state;
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@ -435,8 +519,11 @@ game_state *dup_game(game_state *state)
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ret = snew(game_state);
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ret->width = state->width;
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ret->height = state->height;
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ret->cx = state->cx;
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ret->cy = state->cy;
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ret->wrapping = state->wrapping;
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ret->completed = state->completed;
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ret->last_rotate_dir = state->last_rotate_dir;
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ret->tiles = snewn(state->width * state->height, unsigned char);
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memcpy(ret->tiles, state->tiles, state->width * state->height);
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ret->barriers = snewn(state->width * state->height, unsigned char);
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@ -477,7 +564,8 @@ static unsigned char *compute_active(game_state *state)
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* xyd_cmp and just store direction 0 every time.
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*/
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todo = newtree234(xyd_cmp);
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add234(todo, new_xyd(state->width / 2, state->height / 2, 0));
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index(state, active, state->cx, state->cy) = ACTIVE;
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add234(todo, new_xyd(state->cx, state->cy, 0));
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while ( (xyd = delpos234(todo, 0)) != NULL) {
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int x1, y1, d1, x2, y2, d2;
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@ -500,7 +588,7 @@ static unsigned char *compute_active(game_state *state)
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(tile(state, x2, y2) & d2) &&
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!(barrier(state, x1, y1) & d1) &&
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!index(state, active, x2, y2)) {
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index(state, active, x2, y2) = 1;
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index(state, active, x2, y2) = ACTIVE;
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add234(todo, new_xyd(x2, y2, 0));
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}
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}
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@ -572,10 +660,13 @@ game_state *make_move(game_state *state, int x, int y, int button)
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*/
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ret = dup_game(state);
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orig = tile(ret, tx, ty);
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if (button == LEFT_BUTTON)
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if (button == LEFT_BUTTON) {
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tile(ret, tx, ty) = A(orig);
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else
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ret->last_rotate_dir = +1;
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} else {
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tile(ret, tx, ty) = C(orig);
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ret->last_rotate_dir = -1;
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}
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/*
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* Check whether the game has been completed.
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@ -606,49 +697,488 @@ game_state *make_move(game_state *state, int x, int y, int button)
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* Routines for drawing the game position on the screen.
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*/
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struct game_drawstate {
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int started;
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int width, height;
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unsigned char *visible;
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};
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game_drawstate *game_new_drawstate(game_state *state)
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{
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game_drawstate *ds = snew(game_drawstate);
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ds->started = FALSE;
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ds->width = state->width;
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ds->height = state->height;
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ds->visible = snewn(state->width * state->height, unsigned char);
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memset(ds->visible, 0xFF, state->width * state->height);
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return ds;
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}
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void game_free_drawstate(game_drawstate *ds)
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{
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sfree(ds->visible);
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sfree(ds);
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}
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void game_size(game_params *params, int *x, int *y)
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{
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*x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
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*y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
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}
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/* ----------------------------------------------------------------------
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* Test code.
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*/
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#ifdef TESTMODE
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int main(void)
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float *game_colours(frontend *fe, game_state *state, int *ncolours)
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{
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game_params params = { 13, 11, TRUE, 0.1 };
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char *seed;
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game_state *state;
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unsigned char *active;
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float *ret;
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seed = "123";
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state = new_game(¶ms, seed);
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active = compute_active(state);
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ret = snewn(NCOLOURS * 3, float);
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*ncolours = NCOLOURS;
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{
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int x, y;
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/*
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* Basic background colour is whatever the front end thinks is
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* a sensible default.
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*/
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frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
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printf("\033)0\016");
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for (y = 0; y < state->height; y++) {
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for (x = 0; x < state->width; x++) {
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if (index(state, active, x, y))
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printf("\033[1;32m");
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else
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printf("\033[0;31m");
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putchar("~``m`qjv`lxtkwua"[tile(state, x, y)]);
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}
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printf("\033[m\n");
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}
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printf("\017");
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}
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/*
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* Wires are black.
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*/
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ret[COL_WIRE * 3 + 0] = 0.0;
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ret[COL_WIRE * 3 + 1] = 0.0;
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ret[COL_WIRE * 3 + 2] = 0.0;
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free_game(state);
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/*
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* Powered wires and powered endpoints are cyan.
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*/
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ret[COL_POWERED * 3 + 0] = 0.0;
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ret[COL_POWERED * 3 + 1] = 1.0;
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ret[COL_POWERED * 3 + 2] = 1.0;
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return 0;
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/*
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* Barriers are red.
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*/
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ret[COL_BARRIER * 3 + 0] = 1.0;
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ret[COL_BARRIER * 3 + 1] = 0.0;
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ret[COL_BARRIER * 3 + 2] = 0.0;
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/*
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* Unpowered endpoints are blue.
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*/
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ret[COL_ENDPOINT * 3 + 0] = 0.0;
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ret[COL_ENDPOINT * 3 + 1] = 0.0;
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ret[COL_ENDPOINT * 3 + 2] = 1.0;
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/*
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* Tile borders are a darker grey than the background.
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*/
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ret[COL_BORDER * 3 + 0] = 0.5 * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_BORDER * 3 + 1] = 0.5 * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_BORDER * 3 + 2] = 0.5 * ret[COL_BACKGROUND * 3 + 2];
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/*
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* Locked tiles are a grey in between those two.
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*/
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ret[COL_LOCKED * 3 + 0] = 0.75 * ret[COL_BACKGROUND * 3 + 0];
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ret[COL_LOCKED * 3 + 1] = 0.75 * ret[COL_BACKGROUND * 3 + 1];
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ret[COL_LOCKED * 3 + 2] = 0.75 * ret[COL_BACKGROUND * 3 + 2];
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return ret;
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}
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#endif
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static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
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int colour)
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{
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draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
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draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
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draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
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draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
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draw_line(fe, x1, y1, x2, y2, colour);
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}
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static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
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int colour)
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{
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int mx = (x1 < x2 ? x1 : x2);
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int my = (y1 < y2 ? y1 : y2);
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int dx = (x2 + x1 - 2*mx + 1);
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int dy = (y2 + y1 - 2*my + 1);
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draw_rect(fe, mx, my, dx, dy, colour);
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}
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static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
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{
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int bx = WINDOW_OFFSET + TILE_SIZE * x;
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int by = WINDOW_OFFSET + TILE_SIZE * y;
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int x1, y1, dx, dy, dir2;
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dir >>= 4;
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dir2 = A(dir);
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dx = X(dir) + X(dir2);
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dy = Y(dir) + Y(dir2);
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x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
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y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
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if (phase == 0) {
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draw_rect_coords(fe, bx+x1, by+y1,
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bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
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COL_WIRE);
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draw_rect_coords(fe, bx+x1, by+y1,
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bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
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COL_WIRE);
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} else {
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draw_rect_coords(fe, bx+x1, by+y1,
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bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
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COL_BARRIER);
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}
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}
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static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
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{
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int bx = WINDOW_OFFSET + TILE_SIZE * x;
|
||||
int by = WINDOW_OFFSET + TILE_SIZE * y;
|
||||
int x1, y1, w, h;
|
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|
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x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0);
|
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y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0);
|
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w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
|
||||
h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
|
||||
|
||||
if (phase == 0) {
|
||||
draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
|
||||
} else {
|
||||
draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
|
||||
}
|
||||
}
|
||||
|
||||
static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
|
||||
float angle)
|
||||
{
|
||||
int bx = WINDOW_OFFSET + TILE_SIZE * x;
|
||||
int by = WINDOW_OFFSET + TILE_SIZE * y;
|
||||
float matrix[4];
|
||||
float cx, cy, ex, ey, tx, ty;
|
||||
int dir, col, phase;
|
||||
|
||||
/*
|
||||
* 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(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
|
||||
COL_BORDER);
|
||||
draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
|
||||
TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
|
||||
tile & LOCKED ? COL_LOCKED : COL_BACKGROUND);
|
||||
|
||||
/*
|
||||
* Set up the rotation matrix.
|
||||
*/
|
||||
matrix[0] = cos(angle * PI / 180.0);
|
||||
matrix[1] = -sin(angle * PI / 180.0);
|
||||
matrix[2] = sin(angle * PI / 180.0);
|
||||
matrix[3] = cos(angle * PI / 180.0);
|
||||
|
||||
/*
|
||||
* Draw the wires.
|
||||
*/
|
||||
cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0 - 0.5;
|
||||
col = (tile & ACTIVE ? COL_POWERED : COL_WIRE);
|
||||
for (dir = 1; dir < 0x10; dir <<= 1) {
|
||||
if (tile & dir) {
|
||||
ex = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * X(dir);
|
||||
ey = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * Y(dir);
|
||||
MATMUL(tx, ty, matrix, ex, ey);
|
||||
draw_thick_line(fe, bx+cx, by+cy, bx+(cx+tx), by+(cy+ty),
|
||||
COL_WIRE);
|
||||
}
|
||||
}
|
||||
for (dir = 1; dir < 0x10; dir <<= 1) {
|
||||
if (tile & dir) {
|
||||
ex = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * X(dir);
|
||||
ey = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * Y(dir);
|
||||
MATMUL(tx, ty, matrix, ex, ey);
|
||||
draw_line(fe, bx+cx, by+cy, bx+(cx+tx), by+(cy+ty), 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 * 0.24) * points[i];
|
||||
ey = (TILE_SIZE * 0.24) * points[i+1];
|
||||
MATMUL(tx, ty, matrix, ex, ey);
|
||||
points[i] = bx+cx+tx;
|
||||
points[i+1] = by+cy+ty;
|
||||
}
|
||||
|
||||
draw_polygon(fe, points, 4, TRUE, col);
|
||||
draw_polygon(fe, points, 4, FALSE, 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 + (dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx);
|
||||
py = by + (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 (angle == 0.0 && (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(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
|
||||
draw_rect_coords(fe, 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(fe, px, py, px, py, COL_WIRE);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* 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(fe, x, y, dir << 4, phase);
|
||||
for (dir = 1; dir < 0x10; dir <<= 1)
|
||||
if (barrier(state, x, y) & dir)
|
||||
draw_barrier(fe, x, y, dir, phase);
|
||||
}
|
||||
|
||||
draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
|
||||
}
|
||||
|
||||
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
||||
game_state *state, float t)
|
||||
{
|
||||
int x, y, tx, ty, frame;
|
||||
unsigned char *active;
|
||||
float angle = 0.0;
|
||||
|
||||
/*
|
||||
* Clear the screen and draw the exterior barrier lines if this
|
||||
* is our first call.
|
||||
*/
|
||||
if (!ds->started) {
|
||||
int phase;
|
||||
|
||||
ds->started = TRUE;
|
||||
|
||||
draw_rect(fe, 0, 0,
|
||||
WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
|
||||
WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
|
||||
COL_BACKGROUND);
|
||||
draw_update(fe, 0, 0,
|
||||
WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
|
||||
WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
|
||||
|
||||
for (phase = 0; phase < 2; phase++) {
|
||||
|
||||
for (x = 0; x < ds->width; x++) {
|
||||
if (barrier(state, x, 0) & UL)
|
||||
draw_barrier_corner(fe, x, -1, LD, phase);
|
||||
if (barrier(state, x, 0) & RU)
|
||||
draw_barrier_corner(fe, x, -1, DR, phase);
|
||||
if (barrier(state, x, 0) & U)
|
||||
draw_barrier(fe, x, -1, D, phase);
|
||||
if (barrier(state, x, ds->height-1) & DR)
|
||||
draw_barrier_corner(fe, x, ds->height, RU, phase);
|
||||
if (barrier(state, x, ds->height-1) & LD)
|
||||
draw_barrier_corner(fe, x, ds->height, UL, phase);
|
||||
if (barrier(state, x, ds->height-1) & D)
|
||||
draw_barrier(fe, x, ds->height, U, phase);
|
||||
}
|
||||
|
||||
for (y = 0; y < ds->height; y++) {
|
||||
if (barrier(state, 0, y) & UL)
|
||||
draw_barrier_corner(fe, -1, y, RU, phase);
|
||||
if (barrier(state, 0, y) & LD)
|
||||
draw_barrier_corner(fe, -1, y, DR, phase);
|
||||
if (barrier(state, 0, y) & L)
|
||||
draw_barrier(fe, -1, y, R, phase);
|
||||
if (barrier(state, ds->width-1, y) & RU)
|
||||
draw_barrier_corner(fe, ds->width, y, UL, phase);
|
||||
if (barrier(state, ds->width-1, y) & DR)
|
||||
draw_barrier_corner(fe, ds->width, y, LD, phase);
|
||||
if (barrier(state, ds->width-1, y) & R)
|
||||
draw_barrier(fe, ds->width, y, L, phase);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tx = ty = -1;
|
||||
frame = -1;
|
||||
if (oldstate && (t < ROTATE_TIME)) {
|
||||
/*
|
||||
* We're animating a tile rotation. Find the turning tile,
|
||||
* if any.
|
||||
*/
|
||||
for (x = 0; x < oldstate->width; x++)
|
||||
for (y = 0; y < oldstate->height; y++)
|
||||
if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) {
|
||||
tx = x, ty = y;
|
||||
goto break_label; /* leave both loops at once */
|
||||
}
|
||||
break_label:
|
||||
|
||||
if (tx >= 0) {
|
||||
if (tile(state, tx, ty) == ROT(tile(oldstate, tx, ty),
|
||||
state->last_rotate_dir))
|
||||
angle = state->last_rotate_dir * 90.0 * (t / ROTATE_TIME);
|
||||
else
|
||||
angle = state->last_rotate_dir * -90.0 * (t / ROTATE_TIME);
|
||||
state = oldstate;
|
||||
}
|
||||
} else if (t > ROTATE_TIME) {
|
||||
/*
|
||||
* We're animating a completion flash. Find which frame
|
||||
* we're at.
|
||||
*/
|
||||
frame = (t - ROTATE_TIME) / FLASH_FRAME;
|
||||
}
|
||||
|
||||
/*
|
||||
* Draw any tile which differs from the way it was last drawn.
|
||||
*/
|
||||
active = compute_active(state);
|
||||
|
||||
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 LOCKED 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 lock = (frame - dist) & 1;
|
||||
lock = lock ? LOCKED : 0;
|
||||
c = (c &~ LOCKED) | lock;
|
||||
}
|
||||
}
|
||||
|
||||
if (index(state, ds->visible, x, y) != c ||
|
||||
index(state, ds->visible, x, y) == 0xFF ||
|
||||
(x == tx && y == ty)) {
|
||||
draw_tile(fe, state, x, y, c,
|
||||
(x == tx && y == ty ? angle : 0.0));
|
||||
if (x == tx && y == ty)
|
||||
index(state, ds->visible, x, y) = 0xFF;
|
||||
else
|
||||
index(state, ds->visible, x, y) = c;
|
||||
}
|
||||
}
|
||||
|
||||
sfree(active);
|
||||
}
|
||||
|
||||
float game_anim_length(game_state *oldstate, game_state *newstate)
|
||||
{
|
||||
float ret = 0.0;
|
||||
int x, y;
|
||||
|
||||
/*
|
||||
* If there's a tile which has been rotated, allow time to
|
||||
* animate its rotation.
|
||||
*/
|
||||
for (x = 0; x < oldstate->width; x++)
|
||||
for (y = 0; y < oldstate->height; y++)
|
||||
if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
|
||||
ret = ROTATE_TIME;
|
||||
goto break_label; /* leave both loops at once */
|
||||
}
|
||||
break_label:
|
||||
|
||||
/*
|
||||
* Also, if the game has just been completed, allow time for a
|
||||
* completion flash.
|
||||
*/
|
||||
if (!oldstate->completed && newstate->completed) {
|
||||
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;
|
||||
ret += FLASH_FRAME * (size+4);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
Reference in New Issue
Block a user