Further general development. Net is now playable, though

configuration is absent as yet.

[originally from svn r4145]
This commit is contained in:
Simon Tatham
2004-04-26 17:10:44 +00:00
parent a87bb05760
commit 9867234e70
6 changed files with 941 additions and 97 deletions

253
gtk.c
View File

@ -1,9 +1,14 @@
/* /*
* gtk.c: GTK front end for my puzzle collection. * gtk.c: GTK front end for my puzzle collection.
*
* TODO:
*
* - Handle resizing, probably just by forbidding it.
*/ */
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <time.h>
#include <stdarg.h> #include <stdarg.h>
#include <gtk/gtk.h> #include <gtk/gtk.h>
@ -39,69 +44,261 @@ void fatal(char *fmt, ...)
* doing so. I'm just coding cleanly because there's no * doing so. I'm just coding cleanly because there's no
* particularly good reason not to. * particularly good reason not to.
*/ */
struct window_data { struct frontend {
GtkWidget *window; GtkWidget *window;
GtkWidget *area; GtkWidget *area;
GdkPixmap *pixmap;
GdkColor *colours;
int ncolours;
GdkColormap *colmap;
int w, h;
midend_data *me; midend_data *me;
GdkGC *gc;
int bbox_l, bbox_r, bbox_u, bbox_d;
int timer_active;
}; };
void frontend_default_colour(frontend *fe, float *output)
{
GdkColor col = fe->window->style->bg[GTK_STATE_NORMAL];
output[0] = col.red / 65535.0;
output[1] = col.green / 65535.0;
output[2] = col.blue / 65535.0;
}
void start_draw(frontend *fe)
{
fe->gc = gdk_gc_new(fe->area->window);
fe->bbox_l = fe->w;
fe->bbox_r = 0;
fe->bbox_u = fe->h;
fe->bbox_d = 0;
}
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
{
gdk_gc_set_foreground(fe->gc, &fe->colours[colour]);
gdk_draw_rectangle(fe->pixmap, fe->gc, 1, x, y, w, h);
}
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
{
gdk_gc_set_foreground(fe->gc, &fe->colours[colour]);
gdk_draw_line(fe->pixmap, fe->gc, x1, y1, x2, y2);
}
void draw_polygon(frontend *fe, int *coords, int npoints,
int fill, int colour)
{
GdkPoint *points = snewn(npoints, GdkPoint);
int i;
for (i = 0; i < npoints; i++) {
points[i].x = coords[i*2];
points[i].y = coords[i*2+1];
}
gdk_gc_set_foreground(fe->gc, &fe->colours[colour]);
gdk_draw_polygon(fe->pixmap, fe->gc, fill, points, npoints);
sfree(points);
}
void draw_update(frontend *fe, int x, int y, int w, int h)
{
if (fe->bbox_l > x ) fe->bbox_l = x ;
if (fe->bbox_r < x+w) fe->bbox_r = x+w;
if (fe->bbox_u > y ) fe->bbox_u = y ;
if (fe->bbox_d < y+h) fe->bbox_d = y+h;
}
void end_draw(frontend *fe)
{
gdk_gc_unref(fe->gc);
fe->gc = NULL;
if (fe->bbox_l < fe->bbox_r && fe->bbox_u < fe->bbox_d) {
gdk_draw_pixmap(fe->area->window,
fe->area->style->fg_gc[GTK_WIDGET_STATE(fe->area)],
fe->pixmap,
fe->bbox_l, fe->bbox_u,
fe->bbox_l, fe->bbox_u,
fe->bbox_r - fe->bbox_l, fe->bbox_d - fe->bbox_u);
}
}
static void destroy(GtkWidget *widget, gpointer data) static void destroy(GtkWidget *widget, gpointer data)
{ {
gtk_main_quit(); gtk_main_quit();
} }
gint key_event(GtkWidget *widget, GdkEventKey *event, gpointer data) static gint key_event(GtkWidget *widget, GdkEventKey *event, gpointer data)
{ {
struct window_data *wdata = (struct window_data *)data; frontend *fe = (frontend *)data;
IGNORE(wdata); if (!fe->pixmap)
return TRUE;
if (!midend_process_key(wdata->me, 0, 0, event->keyval)) if (event->string[0] && !event->string[1] &&
gtk_widget_destroy(wdata->window); !midend_process_key(fe->me, 0, 0, event->string[0]))
gtk_widget_destroy(fe->window);
return TRUE; return TRUE;
} }
gint button_event(GtkWidget *widget, GdkEventButton *event, gpointer data) static gint button_event(GtkWidget *widget, GdkEventButton *event,
gpointer data)
{ {
struct window_data *wdata = (struct window_data *)data; frontend *fe = (frontend *)data;
int button;
IGNORE(wdata); if (!fe->pixmap)
return TRUE;
if (event->type != GDK_BUTTON_PRESS)
return TRUE;
if (event->button == 1)
button = LEFT_BUTTON;
else if (event->button == 2)
button = MIDDLE_BUTTON;
else if (event->button == 3)
button = RIGHT_BUTTON;
else
return FALSE; /* don't even know what button! */
if (!midend_process_key(fe->me, event->x, event->y, button))
gtk_widget_destroy(fe->window);
return TRUE; return TRUE;
} }
static struct window_data *new_window(void) static gint expose_area(GtkWidget *widget, GdkEventExpose *event,
gpointer data)
{ {
struct window_data *wdata; frontend *fe = (frontend *)data;
if (fe->pixmap) {
gdk_draw_pixmap(widget->window,
widget->style->fg_gc[GTK_WIDGET_STATE(widget)],
fe->pixmap,
event->area.x, event->area.y,
event->area.x, event->area.y,
event->area.width, event->area.height);
}
return TRUE;
}
static gint configure_area(GtkWidget *widget,
GdkEventConfigure *event, gpointer data)
{
frontend *fe = (frontend *)data;
GdkGC *gc;
fe->pixmap = gdk_pixmap_new(widget->window, fe->w, fe->h, -1);
gc = gdk_gc_new(fe->area->window);
gdk_gc_set_foreground(gc, &fe->colours[0]);
gdk_draw_rectangle(fe->pixmap, gc, 1, 0, 0, fe->w, fe->h);
gdk_gc_unref(gc);
midend_redraw(fe->me);
return TRUE;
}
static gint timer_func(gpointer data)
{
frontend *fe = (frontend *)data;
if (fe->timer_active)
midend_timer(fe->me, 0.02); /* may clear timer_active */
return fe->timer_active;
}
void deactivate_timer(frontend *fe)
{
fe->timer_active = FALSE;
}
void activate_timer(frontend *fe)
{
gtk_timeout_add(20, timer_func, fe);
fe->timer_active = TRUE;
}
static frontend *new_window(void)
{
frontend *fe;
int x, y; int x, y;
wdata = snew(struct window_data); fe = snew(frontend);
wdata->me = midend_new(); fe->me = midend_new(fe);
midend_new_game(wdata->me, NULL); midend_new_game(fe->me, NULL);
wdata->window = gtk_window_new(GTK_WINDOW_TOPLEVEL); fe->window = gtk_window_new(GTK_WINDOW_TOPLEVEL);
wdata->area = gtk_drawing_area_new(); {
midend_size(wdata->me, &x, &y); int i, ncolours;
gtk_drawing_area_size(GTK_DRAWING_AREA(wdata->area), x, y); float *colours;
gboolean *success;
gtk_container_add(GTK_CONTAINER(wdata->window), wdata->area); fe->colmap = gdk_colormap_get_system();
gtk_widget_show(wdata->area); colours = midend_colours(fe->me, &ncolours);
fe->ncolours = ncolours;
fe->colours = snewn(ncolours, GdkColor);
for (i = 0; i < ncolours; i++) {
fe->colours[i].red = colours[i*3] * 0xFFFF;
fe->colours[i].green = colours[i*3+1] * 0xFFFF;
fe->colours[i].blue = colours[i*3+2] * 0xFFFF;
}
success = snewn(ncolours, gboolean);
gdk_colormap_alloc_colors(fe->colmap, fe->colours, ncolours,
FALSE, FALSE, success);
for (i = 0; i < ncolours; i++) {
if (!success[i])
g_error("couldn't allocate colour %d (#%02x%02x%02x)\n",
i, fe->colours[i].red >> 8,
fe->colours[i].green >> 8,
fe->colours[i].blue >> 8);
}
}
gtk_signal_connect(GTK_OBJECT(wdata->window), "destroy", fe->area = gtk_drawing_area_new();
GTK_SIGNAL_FUNC(destroy), wdata); midend_size(fe->me, &x, &y);
gtk_signal_connect(GTK_OBJECT(wdata->window), "key_press_event", gtk_drawing_area_size(GTK_DRAWING_AREA(fe->area), x, y);
GTK_SIGNAL_FUNC(key_event), wdata); fe->w = x;
gtk_signal_connect(GTK_OBJECT(wdata->area), "button_press_event", fe->h = y;
GTK_SIGNAL_FUNC(button_event), wdata);
gtk_widget_show(wdata->window); gtk_container_add(GTK_CONTAINER(fe->window), fe->area);
return wdata;
fe->pixmap = NULL;
gtk_signal_connect(GTK_OBJECT(fe->window), "destroy",
GTK_SIGNAL_FUNC(destroy), fe);
gtk_signal_connect(GTK_OBJECT(fe->window), "key_press_event",
GTK_SIGNAL_FUNC(key_event), fe);
gtk_signal_connect(GTK_OBJECT(fe->area), "button_press_event",
GTK_SIGNAL_FUNC(button_event), fe);
gtk_signal_connect(GTK_OBJECT(fe->area), "expose_event",
GTK_SIGNAL_FUNC(expose_area), fe);
gtk_signal_connect(GTK_OBJECT(fe->area), "configure_event",
GTK_SIGNAL_FUNC(configure_area), fe);
gtk_widget_add_events(GTK_WIDGET(fe->area), GDK_BUTTON_PRESS_MASK);
gtk_widget_show(fe->area);
gtk_widget_show(fe->window);
return fe;
} }
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
srand(time(NULL));
gtk_init(&argc, &argv); gtk_init(&argc, &argv);
(void) new_window(); (void) new_window();
gtk_main(); gtk_main();

View File

@ -3,6 +3,7 @@
*/ */
#include <stdlib.h> #include <stdlib.h>
#include <string.h>
#include "puzzles.h" #include "puzzles.h"
/* /*

112
midend.c
View File

@ -11,10 +11,14 @@
#include "puzzles.h" #include "puzzles.h"
struct midend_data { struct midend_data {
frontend *frontend;
char *seed; char *seed;
int nstates, statesize, statepos; int nstates, statesize, statepos;
game_params *params; game_params *params;
game_state **states; game_state **states;
game_drawstate *drawstate;
game_state *oldstate;
float anim_time, anim_pos;
}; };
#define ensure(me) do { \ #define ensure(me) do { \
@ -24,14 +28,17 @@ struct midend_data {
} \ } \
} while (0) } while (0)
midend_data *midend_new(void) midend_data *midend_new(frontend *frontend)
{ {
midend_data *me = snew(midend_data); midend_data *me = snew(midend_data);
me->frontend = frontend;
me->nstates = me->statesize = me->statepos = 0; me->nstates = me->statesize = me->statepos = 0;
me->states = NULL; me->states = NULL;
me->params = default_params(); me->params = default_params();
me->seed = NULL; me->seed = NULL;
me->drawstate = NULL;
me->oldstate = NULL;
return me; return me;
} }
@ -60,6 +67,9 @@ void midend_new_game(midend_data *me, char *seed)
while (me->nstates > 0) while (me->nstates > 0)
free_game(me->states[--me->nstates]); free_game(me->states[--me->nstates]);
if (me->drawstate)
game_free_drawstate(me->drawstate);
assert(me->nstates == 0); assert(me->nstates == 0);
sfree(me->seed); sfree(me->seed);
@ -71,6 +81,7 @@ void midend_new_game(midend_data *me, char *seed)
ensure(me); ensure(me);
me->states[me->nstates++] = new_game(me->params, me->seed); me->states[me->nstates++] = new_game(me->params, me->seed);
me->statepos = 1; me->statepos = 1;
me->drawstate = game_new_drawstate(me->states[0]);
} }
void midend_restart_game(midend_data *me) void midend_restart_game(midend_data *me)
@ -94,26 +105,36 @@ void midend_redo(midend_data *me)
int midend_process_key(midend_data *me, int x, int y, int button) int midend_process_key(midend_data *me, int x, int y, int button)
{ {
game_state *s; game_state *oldstate = dup_game(me->states[me->statepos - 1]);
float anim_time;
if (me->oldstate || me->anim_time) {
if (me->oldstate)
free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
deactivate_timer(me->frontend);
midend_redraw(me);
}
if (button == 'n' || button == 'N' || button == '\x0E') { if (button == 'n' || button == 'N' || button == '\x0E') {
midend_new_game(me, NULL); midend_new_game(me, NULL);
return 1; midend_redraw(me);
return 1; /* never animate */
} else if (button == 'r' || button == 'R') { } else if (button == 'r' || button == 'R') {
midend_restart_game(me); midend_restart_game(me);
return 1; midend_redraw(me);
return 1; /* never animate */
} else if (button == 'u' || button == 'u' || } else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') { button == '\x1A' || button == '\x1F') {
midend_undo(me); midend_undo(me);
return 1;
} else if (button == '\x12') { } else if (button == '\x12') {
midend_redo(me); midend_redo(me);
return 1;
} else if (button == 'q' || button == 'Q' || button == '\x11') { } else if (button == 'q' || button == 'Q' || button == '\x11') {
free_game(oldstate);
return 0; return 0;
} } else {
game_state *s = make_move(me->states[me->statepos-1], x, y, button);
s = make_move(me->states[me->statepos-1], x, y, button);
if (s) { if (s) {
while (me->nstates > me->statepos) while (me->nstates > me->statepos)
@ -121,7 +142,80 @@ int midend_process_key(midend_data *me, int x, int y, int button)
ensure(me); ensure(me);
me->states[me->nstates] = s; me->states[me->nstates] = s;
me->statepos = ++me->nstates; me->statepos = ++me->nstates;
} else {
free_game(oldstate);
return 1;
} }
}
/*
* See if this move requires an animation.
*/
anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
if (anim_time > 0) {
me->oldstate = oldstate;
me->anim_time = anim_time;
} else {
free_game(oldstate);
me->oldstate = NULL;
me->anim_time = 0.0;
}
me->anim_pos = 0.0;
midend_redraw(me);
activate_timer(me->frontend);
return 1; return 1;
} }
void midend_redraw(midend_data *me)
{
if (me->statepos > 0 && me->drawstate) {
start_draw(me->frontend);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
game_redraw(me->frontend, me->drawstate, me->oldstate,
me->states[me->statepos-1], me->anim_pos);
} else {
game_redraw(me->frontend, me->drawstate, NULL,
me->states[me->statepos-1], 0.0);
}
end_draw(me->frontend);
}
}
void midend_timer(midend_data *me, float tplus)
{
me->anim_pos += tplus;
if (me->anim_pos >= me->anim_time ||
me->anim_time == 0 || !me->oldstate) {
if (me->oldstate)
free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
deactivate_timer(me->frontend);
}
midend_redraw(me);
}
float *midend_colours(midend_data *me, int *ncolours)
{
game_state *state = NULL;
float *ret;
if (me->nstates == 0) {
char *seed = new_game_seed(me->params);
state = new_game(me->params, seed);
sfree(seed);
} else
state = me->states[0];
ret = game_colours(me->frontend, state, ncolours);
if (me->nstates == 0)
free_game(state);
return ret;
}

638
net.c
View File

@ -6,16 +6,32 @@
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#include <assert.h> #include <assert.h>
#include <math.h>
#include "puzzles.h" #include "puzzles.h"
#include "tree234.h" #include "tree234.h"
/* Direction bitfields */ #define PI 3.141592653589793238462643383279502884197169399
#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 R 0x01
#define U 0x02 #define U 0x02
#define L 0x04 #define L 0x04
#define D 0x08 #define D 0x08
#define LOCKED 0x10 #define LOCKED 0x10
#define ACTIVE 0x20
/* Corner flags go in the barriers array */
#define RU 0x10
#define UL 0x20
#define LD 0x40
#define DR 0x80
/* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */
#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
@ -37,6 +53,20 @@
#define TILE_BORDER 1 #define TILE_BORDER 1
#define WINDOW_OFFSET 16 #define WINDOW_OFFSET 16
#define ROTATE_TIME 0.1
#define FLASH_FRAME 0.05
enum {
COL_BACKGROUND,
COL_LOCKED,
COL_BORDER,
COL_WIRE,
COL_ENDPOINT,
COL_POWERED,
COL_BARRIER,
NCOLOURS
};
struct game_params { struct game_params {
int width; int width;
int height; int height;
@ -45,7 +75,7 @@ struct game_params {
}; };
struct game_state { struct game_state {
int width, height, wrapping, completed; int width, height, cx, cy, wrapping, completed, last_rotate_dir;
unsigned char *tiles; unsigned char *tiles;
unsigned char *barriers; unsigned char *barriers;
}; };
@ -96,10 +126,10 @@ game_params *default_params(void)
{ {
game_params *ret = snew(game_params); game_params *ret = snew(game_params);
ret->width = 5; ret->width = 11;
ret->height = 5; ret->height = 11;
ret->wrapping = FALSE; ret->wrapping = TRUE;
ret->barrier_probability = 0.0; ret->barrier_probability = 0.1;
return ret; return ret;
} }
@ -151,7 +181,10 @@ game_state *new_game(game_params *params, char *seed)
state = snew(game_state); state = snew(game_state);
w = state->width = params->width; w = state->width = params->width;
h = state->height = params->height; h = state->height = params->height;
state->cx = state->width / 2;
state->cy = state->height / 2;
state->wrapping = params->wrapping; state->wrapping = params->wrapping;
state->last_rotate_dir = +1; /* *shrug* */
state->completed = FALSE; state->completed = FALSE;
state->tiles = snewn(state->width * state->height, unsigned char); state->tiles = snewn(state->width * state->height, unsigned char);
memset(state->tiles, 0, state->width * state->height); memset(state->tiles, 0, state->width * state->height);
@ -167,8 +200,8 @@ game_state *new_game(game_params *params, char *seed)
barrier(state, x, state->height-1) |= D; barrier(state, x, state->height-1) |= D;
} }
for (y = 0; y < state->height; y++) { for (y = 0; y < state->height; y++) {
barrier(state, y, 0) |= L; barrier(state, 0, y) |= L;
barrier(state, y, state->width-1) |= R; barrier(state, state->width-1, y) |= R;
} }
} }
@ -220,10 +253,11 @@ game_state *new_game(game_params *params, char *seed)
* closed loops. [] * closed loops. []
*/ */
possibilities = newtree234(xyd_cmp); possibilities = newtree234(xyd_cmp);
add234(possibilities, new_xyd(w/2, h/2, R));
add234(possibilities, new_xyd(w/2, h/2, U)); add234(possibilities, new_xyd(state->cx, state->cy, R));
add234(possibilities, new_xyd(w/2, h/2, L)); add234(possibilities, new_xyd(state->cx, state->cy, U));
add234(possibilities, new_xyd(w/2, h/2, D)); add234(possibilities, new_xyd(state->cx, state->cy, L));
add234(possibilities, new_xyd(state->cx, state->cy, D));
while (count234(possibilities) > 0) { while (count234(possibilities) > 0) {
int i; int i;
@ -346,12 +380,14 @@ game_state *new_game(game_params *params, char *seed)
* Now compute a list of the possible barrier locations. * Now compute a list of the possible barrier locations.
*/ */
barriers = newtree234(xyd_cmp); barriers = newtree234(xyd_cmp);
for (y = 0; y < state->height - (!state->wrapping); y++) { for (y = 0; y < state->height; y++) {
for (x = 0; x < state->width - (!state->wrapping); x++) { for (x = 0; x < state->width; x++) {
if (!(tile(state, x, y) & R)) if (!(tile(state, x, y) & R) &&
(state->wrapping || x < state->width-1))
add234(barriers, new_xyd(x, y, R)); add234(barriers, new_xyd(x, y, R));
if (!(tile(state, x, y) & D)) if (!(tile(state, x, y) & D) &&
(state->wrapping || y < state->height-1))
add234(barriers, new_xyd(x, y, D)); add234(barriers, new_xyd(x, y, D));
} }
} }
@ -359,8 +395,8 @@ game_state *new_game(game_params *params, char *seed)
/* /*
* Now shuffle the grid. * Now shuffle the grid.
*/ */
for (y = 0; y < state->height - (!state->wrapping); y++) { for (y = 0; y < state->height; y++) {
for (x = 0; x < state->width - (!state->wrapping); x++) { for (x = 0; x < state->width; x++) {
int orig = tile(state, x, y); int orig = tile(state, x, y);
int rot = random_upto(rs, 4); int rot = random_upto(rs, 4);
tile(state, x, y) = ROT(orig, rot); tile(state, x, y) = ROT(orig, rot);
@ -423,6 +459,54 @@ game_state *new_game(game_params *params, char *seed)
freetree234(barriers); freetree234(barriers);
} }
/*
* 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;
int 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->width &&
(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->width &&
(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->width)
barrier(state, x1, y1) |= (A(dir) << 4);
if (x2 >= 0 && x2 < state->width &&
y2 >= 0 && y2 < state->width)
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->width)
barrier(state, x3, y3) |= (F(dir) << 4);
}
}
}
}
random_free(rs); random_free(rs);
return state; return state;
@ -435,8 +519,11 @@ game_state *dup_game(game_state *state)
ret = snew(game_state); ret = snew(game_state);
ret->width = state->width; ret->width = state->width;
ret->height = state->height; ret->height = state->height;
ret->cx = state->cx;
ret->cy = state->cy;
ret->wrapping = state->wrapping; ret->wrapping = state->wrapping;
ret->completed = state->completed; ret->completed = state->completed;
ret->last_rotate_dir = state->last_rotate_dir;
ret->tiles = snewn(state->width * state->height, unsigned char); ret->tiles = snewn(state->width * state->height, unsigned char);
memcpy(ret->tiles, state->tiles, state->width * state->height); memcpy(ret->tiles, state->tiles, state->width * state->height);
ret->barriers = snewn(state->width * state->height, unsigned char); ret->barriers = snewn(state->width * state->height, unsigned char);
@ -477,7 +564,8 @@ static unsigned char *compute_active(game_state *state)
* xyd_cmp and just store direction 0 every time. * xyd_cmp and just store direction 0 every time.
*/ */
todo = newtree234(xyd_cmp); todo = newtree234(xyd_cmp);
add234(todo, new_xyd(state->width / 2, state->height / 2, 0)); index(state, active, state->cx, state->cy) = ACTIVE;
add234(todo, new_xyd(state->cx, state->cy, 0));
while ( (xyd = delpos234(todo, 0)) != NULL) { while ( (xyd = delpos234(todo, 0)) != NULL) {
int x1, y1, d1, x2, y2, d2; int x1, y1, d1, x2, y2, d2;
@ -500,7 +588,7 @@ static unsigned char *compute_active(game_state *state)
(tile(state, x2, y2) & d2) && (tile(state, x2, y2) & d2) &&
!(barrier(state, x1, y1) & d1) && !(barrier(state, x1, y1) & d1) &&
!index(state, active, x2, y2)) { !index(state, active, x2, y2)) {
index(state, active, x2, y2) = 1; index(state, active, x2, y2) = ACTIVE;
add234(todo, new_xyd(x2, y2, 0)); add234(todo, new_xyd(x2, y2, 0));
} }
} }
@ -572,10 +660,13 @@ game_state *make_move(game_state *state, int x, int y, int button)
*/ */
ret = dup_game(state); ret = dup_game(state);
orig = tile(ret, tx, ty); orig = tile(ret, tx, ty);
if (button == LEFT_BUTTON) if (button == LEFT_BUTTON) {
tile(ret, tx, ty) = A(orig); tile(ret, tx, ty) = A(orig);
else ret->last_rotate_dir = +1;
} else {
tile(ret, tx, ty) = C(orig); tile(ret, tx, ty) = C(orig);
ret->last_rotate_dir = -1;
}
/* /*
* Check whether the game has been completed. * Check whether the game has been completed.
@ -606,49 +697,488 @@ game_state *make_move(game_state *state, int x, int y, int button)
* Routines for drawing the game position on the screen. * Routines for drawing the game position on the screen.
*/ */
struct game_drawstate {
int started;
int width, height;
unsigned char *visible;
};
game_drawstate *game_new_drawstate(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);
memset(ds->visible, 0xFF, state->width * state->height);
return ds;
}
void game_free_drawstate(game_drawstate *ds)
{
sfree(ds->visible);
sfree(ds);
}
void game_size(game_params *params, int *x, int *y) void game_size(game_params *params, int *x, int *y)
{ {
*x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
*y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
} }
/* ---------------------------------------------------------------------- float *game_colours(frontend *fe, game_state *state, int *ncolours)
* Test code.
*/
#ifdef TESTMODE
int main(void)
{ {
game_params params = { 13, 11, TRUE, 0.1 }; float *ret;
char *seed;
game_state *state;
unsigned char *active;
seed = "123"; ret = snewn(NCOLOURS * 3, float);
state = new_game(&params, seed); *ncolours = NCOLOURS;
active = compute_active(state);
{ /*
int x, y; * Basic background colour is whatever the front end thinks is
* a sensible default.
*/
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
printf("\033)0\016"); /*
for (y = 0; y < state->height; y++) { * Wires are black.
for (x = 0; x < state->width; x++) { */
if (index(state, active, x, y)) ret[COL_WIRE * 3 + 0] = 0.0;
printf("\033[1;32m"); ret[COL_WIRE * 3 + 1] = 0.0;
else ret[COL_WIRE * 3 + 2] = 0.0;
printf("\033[0;31m");
putchar("~``m`qjv`lxtkwua"[tile(state, x, y)]);
}
printf("\033[m\n");
}
printf("\017");
}
free_game(state); /*
* Powered wires and powered endpoints are cyan.
*/
ret[COL_POWERED * 3 + 0] = 0.0;
ret[COL_POWERED * 3 + 1] = 1.0;
ret[COL_POWERED * 3 + 2] = 1.0;
return 0; /*
* Barriers are red.
*/
ret[COL_BARRIER * 3 + 0] = 1.0;
ret[COL_BARRIER * 3 + 1] = 0.0;
ret[COL_BARRIER * 3 + 2] = 0.0;
/*
* Unpowered endpoints are blue.
*/
ret[COL_ENDPOINT * 3 + 0] = 0.0;
ret[COL_ENDPOINT * 3 + 1] = 0.0;
ret[COL_ENDPOINT * 3 + 2] = 1.0;
/*
* Tile borders are a darker grey than the background.
*/
ret[COL_BORDER * 3 + 0] = 0.5 * ret[COL_BACKGROUND * 3 + 0];
ret[COL_BORDER * 3 + 1] = 0.5 * ret[COL_BACKGROUND * 3 + 1];
ret[COL_BORDER * 3 + 2] = 0.5 * ret[COL_BACKGROUND * 3 + 2];
/*
* Locked tiles are a grey in between those two.
*/
ret[COL_LOCKED * 3 + 0] = 0.75 * ret[COL_BACKGROUND * 3 + 0];
ret[COL_LOCKED * 3 + 1] = 0.75 * ret[COL_BACKGROUND * 3 + 1];
ret[COL_LOCKED * 3 + 2] = 0.75 * ret[COL_BACKGROUND * 3 + 2];
return ret;
} }
#endif static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
int colour)
{
draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
draw_line(fe, x1, y1, x2, y2, colour);
}
static void draw_rect_coords(frontend *fe, 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(fe, mx, my, dx, dy, colour);
}
static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = 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(fe, bx+x1, by+y1,
bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
COL_WIRE);
draw_rect_coords(fe, bx+x1, by+y1,
bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
COL_WIRE);
} else {
draw_rect_coords(fe, bx+x1, by+y1,
bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
COL_BARRIER);
}
}
static void draw_barrier(frontend *fe, int x, int y, int dir, int phase)
{
int bx = WINDOW_OFFSET + TILE_SIZE * x;
int by = 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(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;
}

View File

@ -22,20 +22,32 @@ enum {
#define IGNORE(x) ( (x) = (x) ) #define IGNORE(x) ( (x) = (x) )
typedef struct frontend frontend;
typedef struct midend_data midend_data; typedef struct midend_data midend_data;
typedef struct random_state random_state; typedef struct random_state random_state;
typedef struct game_params game_params; typedef struct game_params game_params;
typedef struct game_state game_state; typedef struct game_state game_state;
typedef struct game_drawstate game_drawstate;
/* /*
* Platform routines * Platform routines
*/ */
void fatal(char *fmt, ...); void fatal(char *fmt, ...);
void frontend_default_colour(frontend *fe, float *output);
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
void draw_polygon(frontend *fe, int *coords, int npoints,
int fill, int colour);
void start_draw(frontend *fe);
void draw_update(frontend *fe, int x, int y, int w, int h);
void end_draw(frontend *fe);
void deactivate_timer(frontend *fe);
void activate_timer(frontend *fe);
/* /*
* midend.c * midend.c
*/ */
midend_data *midend_new(void); midend_data *midend_new(frontend *fe);
void midend_free(midend_data *me); void midend_free(midend_data *me);
void midend_set_params(midend_data *me, game_params *params); void midend_set_params(midend_data *me, game_params *params);
void midend_size(midend_data *me, int *x, int *y); void midend_size(midend_data *me, int *x, int *y);
@ -44,6 +56,9 @@ void midend_restart_game(midend_data *me);
void midend_undo(midend_data *me); void midend_undo(midend_data *me);
void midend_redo(midend_data *me); void midend_redo(midend_data *me);
int midend_process_key(midend_data *me, int x, int y, int button); int midend_process_key(midend_data *me, int x, int y, int button);
void midend_redraw(midend_data *me);
float *midend_colours(midend_data *me, int *ncolours);
void midend_timer(midend_data *me, float tplus);
/* /*
* malloc.c * malloc.c
@ -77,5 +92,11 @@ game_state *dup_game(game_state *state);
void free_game(game_state *state); void free_game(game_state *state);
game_state *make_move(game_state *from, int x, int y, int button); game_state *make_move(game_state *from, int x, int y, int button);
void game_size(game_params *params, int *x, int *y); void game_size(game_params *params, int *x, int *y);
float *game_colours(frontend *fe, game_state *state, int *ncolours);
game_drawstate *game_new_drawstate(game_state *state);
void game_free_drawstate(game_drawstate *ds);
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *newstate, float t);
float game_anim_length(game_state *oldstate, game_state *newstate);
#endif /* PUZZLES_PUZZLES_H */ #endif /* PUZZLES_PUZZLES_H */

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@ -11,6 +11,7 @@
*/ */
#include <assert.h> #include <assert.h>
#include <string.h>
#include "puzzles.h" #include "puzzles.h"