ref: 9867234e70002b8252a48c2bc023875ff87b8ca1
parent: a87bb0576073849b4d316e13132bb6c39c92e78d
author: Simon Tatham <anakin@pobox.com>
date: Mon Apr 26 13:10:44 EDT 2004
Further general development. Net is now playable, though configuration is absent as yet. [originally from svn r4145]
--- a/gtk.c
+++ b/gtk.c
@@ -1,9 +1,14 @@
/*
* gtk.c: GTK front end for my puzzle collection.
+ *
+ * TODO:
+ *
+ * - Handle resizing, probably just by forbidding it.
*/
#include <stdio.h>
#include <stdlib.h>
+#include <time.h>
#include <stdarg.h>
#include <gtk/gtk.h>
@@ -39,69 +44,261 @@
* doing so. I'm just coding cleanly because there's no
* particularly good reason not to.
*/
-struct window_data {
+struct frontend {
GtkWidget *window;
GtkWidget *area;
+ GdkPixmap *pixmap;
+ GdkColor *colours;
+ int ncolours;
+ GdkColormap *colmap;
+ int w, h;
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)
{
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))
- gtk_widget_destroy(wdata->window);
+ if (event->string[0] && !event->string[1] &&
+ !midend_process_key(fe->me, 0, 0, event->string[0]))
+ gtk_widget_destroy(fe->window);
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;
}
-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;
- wdata = snew(struct window_data);
+ fe = snew(frontend);
- wdata->me = midend_new();
- midend_new_game(wdata->me, NULL);
+ fe->me = midend_new(fe);
+ 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);
- gtk_drawing_area_size(GTK_DRAWING_AREA(wdata->area), x, y);
+ {
+ int i, ncolours;
+ float *colours;
+ gboolean *success;
- gtk_container_add(GTK_CONTAINER(wdata->window), wdata->area);
- gtk_widget_show(wdata->area);
+ fe->colmap = gdk_colormap_get_system();
+ 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",
- GTK_SIGNAL_FUNC(destroy), wdata);
- gtk_signal_connect(GTK_OBJECT(wdata->window), "key_press_event",
- GTK_SIGNAL_FUNC(key_event), wdata);
- gtk_signal_connect(GTK_OBJECT(wdata->area), "button_press_event",
- GTK_SIGNAL_FUNC(button_event), wdata);
- gtk_widget_show(wdata->window);
- return wdata;
+ fe->area = gtk_drawing_area_new();
+ midend_size(fe->me, &x, &y);
+ gtk_drawing_area_size(GTK_DRAWING_AREA(fe->area), x, y);
+ fe->w = x;
+ fe->h = y;
+
+ gtk_container_add(GTK_CONTAINER(fe->window), fe->area);
+
+ 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)
{
+ srand(time(NULL));
+
gtk_init(&argc, &argv);
(void) new_window();
gtk_main();
--- a/malloc.c
+++ b/malloc.c
@@ -3,6 +3,7 @@
*/
#include <stdlib.h>
+#include <string.h>
#include "puzzles.h"
/*
--- a/midend.c
+++ b/midend.c
@@ -11,10 +11,14 @@
#include "puzzles.h"
struct midend_data {
+ frontend *frontend;
char *seed;
int nstates, statesize, statepos;
game_params *params;
game_state **states;
+ game_drawstate *drawstate;
+ game_state *oldstate;
+ float anim_time, anim_pos;
};
#define ensure(me) do { \
@@ -24,14 +28,17 @@
} \
} while (0)
-midend_data *midend_new(void)
+midend_data *midend_new(frontend *frontend)
{
midend_data *me = snew(midend_data);
+ me->frontend = frontend;
me->nstates = me->statesize = me->statepos = 0;
me->states = NULL;
me->params = default_params();
me->seed = NULL;
+ me->drawstate = NULL;
+ me->oldstate = NULL;
return me;
}
@@ -60,6 +67,9 @@
while (me->nstates > 0)
free_game(me->states[--me->nstates]);
+ if (me->drawstate)
+ game_free_drawstate(me->drawstate);
+
assert(me->nstates == 0);
sfree(me->seed);
@@ -71,6 +81,7 @@
ensure(me);
me->states[me->nstates++] = new_game(me->params, me->seed);
me->statepos = 1;
+ me->drawstate = game_new_drawstate(me->states[0]);
}
void midend_restart_game(midend_data *me)
@@ -94,34 +105,117 @@
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') {
midend_new_game(me, NULL);
- return 1;
+ midend_redraw(me);
+ return 1; /* never animate */
} else if (button == 'r' || button == 'R') {
midend_restart_game(me);
- return 1;
+ midend_redraw(me);
+ return 1; /* never animate */
} else if (button == 'u' || button == 'u' ||
button == '\x1A' || button == '\x1F') {
midend_undo(me);
- return 1;
} else if (button == '\x12') {
midend_redo(me);
- return 1;
} else if (button == 'q' || button == 'Q' || button == '\x11') {
- return 0;
+ free_game(oldstate);
+ return 0;
+ } else {
+ game_state *s = make_move(me->states[me->statepos-1], x, y, button);
+
+ if (s) {
+ while (me->nstates > me->statepos)
+ free_game(me->states[--me->nstates]);
+ ensure(me);
+ me->states[me->nstates] = s;
+ me->statepos = ++me->nstates;
+ } else {
+ free_game(oldstate);
+ return 1;
+ }
}
- s = make_move(me->states[me->statepos-1], x, y, button);
+ /*
+ * See if this move requires an animation.
+ */
+ anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
- if (s) {
- while (me->nstates > me->statepos)
- free_game(me->states[--me->nstates]);
- ensure(me);
- me->states[me->nstates] = s;
- me->statepos = ++me->nstates;
+ 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;
+}
+
+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;
}
--- a/net.c
+++ b/net.c
@@ -6,16 +6,32 @@
#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <math.h>
#include "puzzles.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 U 0x02
#define L 0x04
#define D 0x08
#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 */
#define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) )
@@ -37,6 +53,20 @@
#define TILE_BORDER 1
#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 {
int width;
int height;
@@ -45,7 +75,7 @@
};
struct game_state {
- int width, height, wrapping, completed;
+ int width, height, cx, cy, wrapping, completed, last_rotate_dir;
unsigned char *tiles;
unsigned char *barriers;
};
@@ -96,10 +126,10 @@
{
game_params *ret = snew(game_params);
- ret->width = 5;
- ret->height = 5;
- ret->wrapping = FALSE;
- ret->barrier_probability = 0.0;
+ ret->width = 11;
+ ret->height = 11;
+ ret->wrapping = TRUE;
+ ret->barrier_probability = 0.1;
return ret;
}
@@ -151,7 +181,10 @@
state = snew(game_state);
w = state->width = params->width;
h = state->height = params->height;
+ state->cx = state->width / 2;
+ state->cy = state->height / 2;
state->wrapping = params->wrapping;
+ state->last_rotate_dir = +1; /* *shrug* */
state->completed = FALSE;
state->tiles = snewn(state->width * state->height, unsigned char);
memset(state->tiles, 0, state->width * state->height);
@@ -167,8 +200,8 @@
barrier(state, x, state->height-1) |= D;
}
for (y = 0; y < state->height; y++) {
- barrier(state, y, 0) |= L;
- barrier(state, y, state->width-1) |= R;
+ barrier(state, 0, y) |= L;
+ barrier(state, state->width-1, y) |= R;
}
}
@@ -220,10 +253,11 @@
* closed loops. []
*/
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(w/2, h/2, L));
- add234(possibilities, new_xyd(w/2, h/2, D));
+
+ add234(possibilities, new_xyd(state->cx, state->cy, R));
+ add234(possibilities, new_xyd(state->cx, state->cy, U));
+ add234(possibilities, new_xyd(state->cx, state->cy, L));
+ add234(possibilities, new_xyd(state->cx, state->cy, D));
while (count234(possibilities) > 0) {
int i;
@@ -346,12 +380,14 @@
* Now compute a list of the possible barrier locations.
*/
barriers = newtree234(xyd_cmp);
- for (y = 0; y < state->height - (!state->wrapping); y++) {
- for (x = 0; x < state->width - (!state->wrapping); x++) {
+ for (y = 0; y < state->height; y++) {
+ 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));
- 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));
}
}
@@ -359,8 +395,8 @@
/*
* Now shuffle the grid.
*/
- for (y = 0; y < state->height - (!state->wrapping); y++) {
- for (x = 0; x < state->width - (!state->wrapping); x++) {
+ for (y = 0; y < state->height; y++) {
+ for (x = 0; x < state->width; x++) {
int orig = tile(state, x, y);
int rot = random_upto(rs, 4);
tile(state, x, y) = ROT(orig, rot);
@@ -423,6 +459,54 @@
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);
return state;
@@ -435,8 +519,11 @@
ret = snew(game_state);
ret->width = state->width;
ret->height = state->height;
+ ret->cx = state->cx;
+ ret->cy = state->cy;
ret->wrapping = state->wrapping;
ret->completed = state->completed;
+ ret->last_rotate_dir = state->last_rotate_dir;
ret->tiles = snewn(state->width * state->height, unsigned char);
memcpy(ret->tiles, state->tiles, state->width * state->height);
ret->barriers = snewn(state->width * state->height, unsigned char);
@@ -477,7 +564,8 @@
* xyd_cmp and just store direction 0 every time.
*/
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) {
int x1, y1, d1, x2, y2, d2;
@@ -500,7 +588,7 @@
(tile(state, x2, y2) & d2) &&
!(barrier(state, x1, y1) & d1) &&
!index(state, active, x2, y2)) {
- index(state, active, x2, y2) = 1;
+ index(state, active, x2, y2) = ACTIVE;
add234(todo, new_xyd(x2, y2, 0));
}
}
@@ -572,10 +660,13 @@
*/
ret = dup_game(state);
orig = tile(ret, tx, ty);
- if (button == LEFT_BUTTON)
+ if (button == LEFT_BUTTON) {
tile(ret, tx, ty) = A(orig);
- else
+ ret->last_rotate_dir = +1;
+ } else {
tile(ret, tx, ty) = C(orig);
+ ret->last_rotate_dir = -1;
+ }
/*
* Check whether the game has been completed.
@@ -606,6 +697,31 @@
* 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)
{
*x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
@@ -612,43 +728,457 @@
*y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
}
-/* ----------------------------------------------------------------------
- * Test code.
- */
+float *game_colours(frontend *fe, game_state *state, int *ncolours)
+{
+ float *ret;
-#ifdef TESTMODE
+ ret = snewn(NCOLOURS * 3, float);
+ *ncolours = NCOLOURS;
-int main(void)
+ /*
+ * Basic background colour is whatever the front end thinks is
+ * a sensible default.
+ */
+ frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+
+ /*
+ * Wires are black.
+ */
+ ret[COL_WIRE * 3 + 0] = 0.0;
+ ret[COL_WIRE * 3 + 1] = 0.0;
+ ret[COL_WIRE * 3 + 2] = 0.0;
+
+ /*
+ * 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;
+
+ /*
+ * 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;
+}
+
+static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
+ int colour)
{
- game_params params = { 13, 11, TRUE, 0.1 };
- char *seed;
- game_state *state;
+ 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;
- seed = "123";
- state = new_game(¶ms, seed);
- active = compute_active(state);
+ /*
+ * Clear the screen and draw the exterior barrier lines if this
+ * is our first call.
+ */
+ if (!ds->started) {
+ int phase;
- {
- int x, y;
+ ds->started = TRUE;
- printf("\033)0\016");
- for (y = 0; y < state->height; y++) {
- for (x = 0; x < state->width; x++) {
- if (index(state, active, x, y))
- printf("\033[1;32m");
- else
- printf("\033[0;31m");
- putchar("~``m`qjv`lxtkwua"[tile(state, x, y)]);
- }
- printf("\033[m\n");
- }
- printf("\017");
+ 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);
+ }
+ }
}
- free_game(state);
+ 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:
- return 0;
-}
+ 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;
+ }
+ }
-#endif
+ 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;
+}
--- a/puzzles.h
+++ b/puzzles.h
@@ -22,20 +22,32 @@
#define IGNORE(x) ( (x) = (x) )
+typedef struct frontend frontend;
typedef struct midend_data midend_data;
typedef struct random_state random_state;
typedef struct game_params game_params;
typedef struct game_state game_state;
+typedef struct game_drawstate game_drawstate;
/*
* Platform routines
*/
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_data *midend_new(void);
+midend_data *midend_new(frontend *fe);
void midend_free(midend_data *me);
void midend_set_params(midend_data *me, game_params *params);
void midend_size(midend_data *me, int *x, int *y);
@@ -44,6 +56,9 @@
void midend_undo(midend_data *me);
void midend_redo(midend_data *me);
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
@@ -77,5 +92,11 @@
void free_game(game_state *state);
game_state *make_move(game_state *from, int x, int y, int button);
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 */
--- a/random.c
+++ b/random.c
@@ -11,6 +11,7 @@
*/
#include <assert.h>
+#include <string.h>
#include "puzzles.h"