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:
253
gtk.c
253
gtk.c
@ -1,9 +1,14 @@
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/*
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/*
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* gtk.c: GTK front end for my puzzle collection.
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* gtk.c: GTK front end for my puzzle collection.
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*
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* TODO:
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*
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* - Handle resizing, probably just by forbidding it.
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*/
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*/
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <time.h>
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#include <stdarg.h>
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#include <stdarg.h>
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#include <gtk/gtk.h>
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#include <gtk/gtk.h>
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@ -39,69 +44,261 @@ void fatal(char *fmt, ...)
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* doing so. I'm just coding cleanly because there's no
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* doing so. I'm just coding cleanly because there's no
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* particularly good reason not to.
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* particularly good reason not to.
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*/
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*/
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struct window_data {
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struct frontend {
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GtkWidget *window;
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GtkWidget *window;
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GtkWidget *area;
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GtkWidget *area;
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GdkPixmap *pixmap;
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GdkColor *colours;
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int ncolours;
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GdkColormap *colmap;
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int w, h;
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midend_data *me;
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midend_data *me;
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GdkGC *gc;
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int bbox_l, bbox_r, bbox_u, bbox_d;
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int timer_active;
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};
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};
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void frontend_default_colour(frontend *fe, float *output)
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{
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GdkColor col = fe->window->style->bg[GTK_STATE_NORMAL];
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output[0] = col.red / 65535.0;
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output[1] = col.green / 65535.0;
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output[2] = col.blue / 65535.0;
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}
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void start_draw(frontend *fe)
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{
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fe->gc = gdk_gc_new(fe->area->window);
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fe->bbox_l = fe->w;
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fe->bbox_r = 0;
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fe->bbox_u = fe->h;
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fe->bbox_d = 0;
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}
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void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
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{
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gdk_gc_set_foreground(fe->gc, &fe->colours[colour]);
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gdk_draw_rectangle(fe->pixmap, fe->gc, 1, x, y, w, h);
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}
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void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour)
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{
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gdk_gc_set_foreground(fe->gc, &fe->colours[colour]);
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gdk_draw_line(fe->pixmap, fe->gc, x1, y1, x2, y2);
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}
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void draw_polygon(frontend *fe, int *coords, int npoints,
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int fill, int colour)
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{
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GdkPoint *points = snewn(npoints, GdkPoint);
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int i;
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for (i = 0; i < npoints; i++) {
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points[i].x = coords[i*2];
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points[i].y = coords[i*2+1];
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}
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gdk_gc_set_foreground(fe->gc, &fe->colours[colour]);
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gdk_draw_polygon(fe->pixmap, fe->gc, fill, points, npoints);
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sfree(points);
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}
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void draw_update(frontend *fe, int x, int y, int w, int h)
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{
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if (fe->bbox_l > x ) fe->bbox_l = x ;
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if (fe->bbox_r < x+w) fe->bbox_r = x+w;
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if (fe->bbox_u > y ) fe->bbox_u = y ;
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if (fe->bbox_d < y+h) fe->bbox_d = y+h;
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}
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void end_draw(frontend *fe)
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{
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gdk_gc_unref(fe->gc);
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fe->gc = NULL;
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if (fe->bbox_l < fe->bbox_r && fe->bbox_u < fe->bbox_d) {
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gdk_draw_pixmap(fe->area->window,
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fe->area->style->fg_gc[GTK_WIDGET_STATE(fe->area)],
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fe->pixmap,
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fe->bbox_l, fe->bbox_u,
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fe->bbox_l, fe->bbox_u,
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fe->bbox_r - fe->bbox_l, fe->bbox_d - fe->bbox_u);
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}
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}
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static void destroy(GtkWidget *widget, gpointer data)
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static void destroy(GtkWidget *widget, gpointer data)
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{
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{
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gtk_main_quit();
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gtk_main_quit();
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}
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}
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gint key_event(GtkWidget *widget, GdkEventKey *event, gpointer data)
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static gint key_event(GtkWidget *widget, GdkEventKey *event, gpointer data)
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{
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{
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struct window_data *wdata = (struct window_data *)data;
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frontend *fe = (frontend *)data;
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IGNORE(wdata);
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if (!fe->pixmap)
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return TRUE;
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if (!midend_process_key(wdata->me, 0, 0, event->keyval))
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if (event->string[0] && !event->string[1] &&
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gtk_widget_destroy(wdata->window);
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!midend_process_key(fe->me, 0, 0, event->string[0]))
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gtk_widget_destroy(fe->window);
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return TRUE;
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return TRUE;
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}
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}
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gint button_event(GtkWidget *widget, GdkEventButton *event, gpointer data)
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static gint button_event(GtkWidget *widget, GdkEventButton *event,
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gpointer data)
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{
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{
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struct window_data *wdata = (struct window_data *)data;
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frontend *fe = (frontend *)data;
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int button;
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IGNORE(wdata);
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if (!fe->pixmap)
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return TRUE;
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if (event->type != GDK_BUTTON_PRESS)
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return TRUE;
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if (event->button == 1)
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button = LEFT_BUTTON;
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else if (event->button == 2)
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button = MIDDLE_BUTTON;
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else if (event->button == 3)
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button = RIGHT_BUTTON;
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else
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return FALSE; /* don't even know what button! */
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if (!midend_process_key(fe->me, event->x, event->y, button))
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gtk_widget_destroy(fe->window);
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return TRUE;
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return TRUE;
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}
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}
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static struct window_data *new_window(void)
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static gint expose_area(GtkWidget *widget, GdkEventExpose *event,
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gpointer data)
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{
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{
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struct window_data *wdata;
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frontend *fe = (frontend *)data;
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if (fe->pixmap) {
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gdk_draw_pixmap(widget->window,
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widget->style->fg_gc[GTK_WIDGET_STATE(widget)],
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fe->pixmap,
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event->area.x, event->area.y,
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event->area.x, event->area.y,
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event->area.width, event->area.height);
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}
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return TRUE;
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}
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static gint configure_area(GtkWidget *widget,
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GdkEventConfigure *event, gpointer data)
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{
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frontend *fe = (frontend *)data;
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GdkGC *gc;
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fe->pixmap = gdk_pixmap_new(widget->window, fe->w, fe->h, -1);
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gc = gdk_gc_new(fe->area->window);
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gdk_gc_set_foreground(gc, &fe->colours[0]);
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gdk_draw_rectangle(fe->pixmap, gc, 1, 0, 0, fe->w, fe->h);
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gdk_gc_unref(gc);
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midend_redraw(fe->me);
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return TRUE;
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}
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static gint timer_func(gpointer data)
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{
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frontend *fe = (frontend *)data;
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if (fe->timer_active)
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midend_timer(fe->me, 0.02); /* may clear timer_active */
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return fe->timer_active;
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}
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void deactivate_timer(frontend *fe)
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{
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fe->timer_active = FALSE;
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}
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void activate_timer(frontend *fe)
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{
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gtk_timeout_add(20, timer_func, fe);
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fe->timer_active = TRUE;
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}
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static frontend *new_window(void)
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{
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frontend *fe;
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int x, y;
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int x, y;
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wdata = snew(struct window_data);
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fe = snew(frontend);
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wdata->me = midend_new();
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fe->me = midend_new(fe);
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midend_new_game(wdata->me, NULL);
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midend_new_game(fe->me, NULL);
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wdata->window = gtk_window_new(GTK_WINDOW_TOPLEVEL);
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fe->window = gtk_window_new(GTK_WINDOW_TOPLEVEL);
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wdata->area = gtk_drawing_area_new();
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{
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midend_size(wdata->me, &x, &y);
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int i, ncolours;
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gtk_drawing_area_size(GTK_DRAWING_AREA(wdata->area), x, y);
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float *colours;
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gboolean *success;
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gtk_container_add(GTK_CONTAINER(wdata->window), wdata->area);
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fe->colmap = gdk_colormap_get_system();
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gtk_widget_show(wdata->area);
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colours = midend_colours(fe->me, &ncolours);
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fe->ncolours = ncolours;
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fe->colours = snewn(ncolours, GdkColor);
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for (i = 0; i < ncolours; i++) {
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fe->colours[i].red = colours[i*3] * 0xFFFF;
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fe->colours[i].green = colours[i*3+1] * 0xFFFF;
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fe->colours[i].blue = colours[i*3+2] * 0xFFFF;
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|
}
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success = snewn(ncolours, gboolean);
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|
gdk_colormap_alloc_colors(fe->colmap, fe->colours, ncolours,
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|
FALSE, FALSE, success);
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|
for (i = 0; i < ncolours; i++) {
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|
if (!success[i])
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|
g_error("couldn't allocate colour %d (#%02x%02x%02x)\n",
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|
i, fe->colours[i].red >> 8,
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|
fe->colours[i].green >> 8,
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|
fe->colours[i].blue >> 8);
|
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|
}
|
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|
}
|
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|
|
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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;
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||||||
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();
|
||||||
|
1
malloc.c
1
malloc.c
@ -3,6 +3,7 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
|
#include <string.h>
|
||||||
#include "puzzles.h"
|
#include "puzzles.h"
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
112
midend.c
112
midend.c
@ -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
638
net.c
@ -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(¶ms, 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;
|
||||||
|
}
|
||||||
|
23
puzzles.h
23
puzzles.h
@ -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 */
|
||||||
|
Reference in New Issue
Block a user