ref: fd1735170e408b32847c481eea2cffc4f164c7df
dir: /inertia.c/
/* * inertia.c: Game involving navigating round a grid picking up * gems. * * Game rules and basic generator design by Ben Olmstead. * This re-implementation was written by Simon Tatham. */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include <ctype.h> #include <math.h> #include "puzzles.h" /* Used in the game_state */ #define BLANK 'b' #define GEM 'g' #define MINE 'm' #define STOP 's' #define WALL 'w' /* Used in the game IDs */ #define START 'S' /* Used in the game generation */ #define POSSGEM 'G' /* Used only in the game_drawstate*/ #define UNDRAWN '?' #define DIRECTIONS 8 #define DX(dir) ( (dir) & 3 ? (((dir) & 7) > 4 ? -1 : +1) : 0 ) #define DY(dir) ( DX((dir)+6) ) /* * Lvalue macro which expects x and y to be in range. */ #define LV_AT(w, h, grid, x, y) ( (grid)[(y)*(w)+(x)] ) /* * Rvalue macro which can cope with x and y being out of range. */ #define AT(w, h, grid, x, y) ( (x)<0 || (x)>=(w) || (y)<0 || (y)>=(h) ? \ WALL : LV_AT(w, h, grid, x, y) ) enum { COL_BACKGROUND, COL_OUTLINE, COL_HIGHLIGHT, COL_LOWLIGHT, COL_PLAYER, COL_DEAD_PLAYER, COL_MINE, COL_GEM, COL_WALL, NCOLOURS }; struct game_params { int w, h; }; struct game_state { game_params p; int px, py; int gems; char *grid; int distance_moved; int dead; }; static game_params *default_params(void) { game_params *ret = snew(game_params); ret->w = 10; ret->h = 8; return ret; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } static const struct game_params inertia_presets[] = { { 10, 8 }, { 15, 12 }, { 20, 16 }, }; static int game_fetch_preset(int i, char **name, game_params **params) { game_params p, *ret; char *retname; char namebuf[80]; if (i < 0 || i >= lenof(inertia_presets)) return FALSE; p = inertia_presets[i]; ret = dup_params(&p); sprintf(namebuf, "%dx%d", ret->w, ret->h); retname = dupstr(namebuf); *params = ret; *name = retname; return TRUE; } static void decode_params(game_params *params, char const *string) { params->w = params->h = atoi(string); while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; params->h = atoi(string); } } static char *encode_params(game_params *params, int full) { char data[256]; sprintf(data, "%dx%d", params->w, params->h); return dupstr(data); } static config_item *game_configure(game_params *params) { config_item *ret; char buf[80]; ret = snewn(3, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; sprintf(buf, "%d", params->w); ret[0].sval = dupstr(buf); ret[0].ival = 0; ret[1].name = "Height"; ret[1].type = C_STRING; sprintf(buf, "%d", params->h); ret[1].sval = dupstr(buf); ret[1].ival = 0; ret[2].name = NULL; ret[2].type = C_END; ret[2].sval = NULL; ret[2].ival = 0; return ret; } static game_params *custom_params(config_item *cfg) { game_params *ret = snew(game_params); ret->w = atoi(cfg[0].sval); ret->h = atoi(cfg[1].sval); return ret; } static char *validate_params(game_params *params, int full) { /* * Avoid completely degenerate cases which only have one * row/column. We probably could generate completable puzzles * of that shape, but they'd be forced to be extremely boring * and at large sizes would take a while to happen upon at * random as well. */ if (params->w < 2 || params->h < 2) return "Width and height must both be at least two"; /* * The grid construction algorithm creates 1/5 as many gems as * grid squares, and must create at least one gem to have an * actual puzzle. However, an area-five grid is ruled out by * the above constraint, so the practical minimum is six. */ if (params->w * params->h < 6) return "Grid area must be at least six squares"; return NULL; } /* ---------------------------------------------------------------------- * Solver used by grid generator. */ struct solver_scratch { unsigned char *reachable_from, *reachable_to; int *positions; }; static struct solver_scratch *new_scratch(int w, int h) { struct solver_scratch *sc = snew(struct solver_scratch); sc->reachable_from = snewn(w * h * DIRECTIONS, unsigned char); sc->reachable_to = snewn(w * h * DIRECTIONS, unsigned char); sc->positions = snewn(w * h * DIRECTIONS, int); return sc; } static void free_scratch(struct solver_scratch *sc) { sfree(sc->reachable_from); sfree(sc->reachable_to); sfree(sc->positions); sfree(sc); } static int can_go(int w, int h, char *grid, int x1, int y1, int dir1, int x2, int y2, int dir2) { /* * Returns TRUE if we can transition directly from (x1,y1) * going in direction dir1, to (x2,y2) going in direction dir2. */ /* * If we're actually in the middle of an unoccupyable square, * we cannot make any move. */ if (AT(w, h, grid, x1, y1) == WALL || AT(w, h, grid, x1, y1) == MINE) return FALSE; /* * If a move is capable of stopping at x1,y1,dir1, and x2,y2 is * the same coordinate as x1,y1, then we can make the * transition (by stopping and changing direction). * * For this to be the case, we have to either have a wall * beyond x1,y1,dir1, or have a stop on x1,y1. */ if (x2 == x1 && y2 == y1 && (AT(w, h, grid, x1, y1) == STOP || AT(w, h, grid, x1, y1) == START || AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL)) return TRUE; /* * If a move is capable of continuing here, then x1,y1,dir1 can * move one space further on. */ if (x2 == x1+DX(dir1) && y2 == y1+DY(dir1) && dir1 == dir2 && (AT(w, h, grid, x2, y2) == BLANK || AT(w, h, grid, x2, y2) == GEM || AT(w, h, grid, x2, y2) == STOP || AT(w, h, grid, x2, y2) == START)) return TRUE; /* * That's it. */ return FALSE; } static int find_gem_candidates(int w, int h, char *grid, struct solver_scratch *sc) { int wh = w*h; int head, tail; int sx, sy, gx, gy, gd, pass, possgems; /* * This function finds all the candidate gem squares, which are * precisely those squares which can be picked up on a loop * from the starting point back to the starting point. Doing * this may involve passing through such a square in the middle * of a move; so simple breadth-first search over the _squares_ * of the grid isn't quite adequate, because it might be that * we can only reach a gem from the start by moving over it in * one direction, but can only return to the start if we were * moving over it in another direction. * * Instead, we BFS over a space which mentions each grid square * eight times - once for each direction. We also BFS twice: * once to find out what square+direction pairs we can reach * _from_ the start point, and once to find out what pairs we * can reach the start point from. Then a square is reachable * if any of the eight directions for that square has both * flags set. */ memset(sc->reachable_from, 0, wh * DIRECTIONS); memset(sc->reachable_to, 0, wh * DIRECTIONS); /* * Find the starting square. */ sx = -1; /* placate optimiser */ for (sy = 0; sy < h; sy++) { for (sx = 0; sx < w; sx++) if (AT(w, h, grid, sx, sy) == START) break; if (sx < w) break; } assert(sy < h); for (pass = 0; pass < 2; pass++) { unsigned char *reachable = (pass == 0 ? sc->reachable_from : sc->reachable_to); int sign = (pass == 0 ? +1 : -1); int dir; #ifdef SOLVER_DIAGNOSTICS printf("starting pass %d\n", pass); #endif /* * `head' and `tail' are indices within sc->positions which * track the list of board positions left to process. */ head = tail = 0; for (dir = 0; dir < DIRECTIONS; dir++) { int index = (sy*w+sx)*DIRECTIONS+dir; sc->positions[tail++] = index; reachable[index] = TRUE; #ifdef SOLVER_DIAGNOSTICS printf("starting point %d,%d,%d\n", sx, sy, dir); #endif } /* * Now repeatedly pick an element off the list and process * it. */ while (head < tail) { int index = sc->positions[head++]; int dir = index % DIRECTIONS; int x = (index / DIRECTIONS) % w; int y = index / (w * DIRECTIONS); int n, x2, y2, d2, i2; #ifdef SOLVER_DIAGNOSTICS printf("processing point %d,%d,%d\n", x, y, dir); #endif /* * The places we attempt to switch to here are: * - each possible direction change (all the other * directions in this square) * - one step further in the direction we're going (or * one step back, if we're in the reachable_to pass). */ for (n = -1; n < DIRECTIONS; n++) { if (n < 0) { x2 = x + sign * DX(dir); y2 = y + sign * DY(dir); d2 = dir; } else { x2 = x; y2 = y; d2 = n; } i2 = (y2*w+x2)*DIRECTIONS+d2; if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h && !reachable[i2]) { int ok; #ifdef SOLVER_DIAGNOSTICS printf(" trying point %d,%d,%d", x2, y2, d2); #endif if (pass == 0) ok = can_go(w, h, grid, x, y, dir, x2, y2, d2); else ok = can_go(w, h, grid, x2, y2, d2, x, y, dir); #ifdef SOLVER_DIAGNOSTICS printf(" - %sok\n", ok ? "" : "not "); #endif if (ok) { sc->positions[tail++] = i2; reachable[i2] = TRUE; } } } } } /* * And that should be it. Now all we have to do is find the * squares for which there exists _some_ direction such that * the square plus that direction form a tuple which is both * reachable from the start and reachable to the start. */ possgems = 0; for (gy = 0; gy < h; gy++) for (gx = 0; gx < w; gx++) if (AT(w, h, grid, gx, gy) == BLANK) { for (gd = 0; gd < DIRECTIONS; gd++) { int index = (gy*w+gx)*DIRECTIONS+gd; if (sc->reachable_from[index] && sc->reachable_to[index]) { #ifdef SOLVER_DIAGNOSTICS printf("space at %d,%d is reachable via" " direction %d\n", gx, gy, gd); #endif LV_AT(w, h, grid, gx, gy) = POSSGEM; possgems++; break; } } } return possgems; } /* ---------------------------------------------------------------------- * Grid generation code. */ static char *gengrid(int w, int h, random_state *rs) { int wh = w*h; char *grid = snewn(wh+1, char); struct solver_scratch *sc = new_scratch(w, h); int maxdist_threshold, tries; maxdist_threshold = 2; tries = 0; while (1) { int i, j; int possgems; int *dist, *list, head, tail, maxdist; /* * We're going to fill the grid with the five basic piece * types in about 1/5 proportion. For the moment, though, * we leave out the gems, because we'll put those in * _after_ we run the solver to tell us where the viable * locations are. */ i = 0; for (j = 0; j < wh/5; j++) grid[i++] = WALL; for (j = 0; j < wh/5; j++) grid[i++] = STOP; for (j = 0; j < wh/5; j++) grid[i++] = MINE; assert(i < wh); grid[i++] = START; while (i < wh) grid[i++] = BLANK; shuffle(grid, wh, sizeof(*grid), rs); /* * Find the viable gem locations, and immediately give up * and try again if there aren't enough of them. */ possgems = find_gem_candidates(w, h, grid, sc); if (possgems < wh/5) continue; /* * We _could_ now select wh/5 of the POSSGEMs and set them * to GEM, and have a viable level. However, there's a * chance that a large chunk of the level will turn out to * be unreachable, so first we test for that. * * We do this by finding the largest distance from any * square to the nearest POSSGEM, by breadth-first search. * If this is above a critical threshold, we abort and try * again. * * (This search is purely geometric, without regard to * walls and long ways round.) */ dist = sc->positions; list = sc->positions + wh; for (i = 0; i < wh; i++) dist[i] = -1; head = tail = 0; for (i = 0; i < wh; i++) if (grid[i] == POSSGEM) { dist[i] = 0; list[tail++] = i; } maxdist = 0; while (head < tail) { int pos, x, y, d; pos = list[head++]; if (maxdist < dist[pos]) maxdist = dist[pos]; x = pos % w; y = pos / w; for (d = 0; d < DIRECTIONS; d++) { int x2, y2, p2; x2 = x + DX(d); y2 = y + DY(d); if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) { p2 = y2*w+x2; if (dist[p2] < 0) { dist[p2] = dist[pos] + 1; list[tail++] = p2; } } } } assert(head == wh && tail == wh); /* * Now abandon this grid and go round again if maxdist is * above the required threshold. * * We can safely start the threshold as low as 2. As we * accumulate failed generation attempts, we gradually * raise it as we get more desperate. */ if (maxdist > maxdist_threshold) { tries++; if (tries == 50) { maxdist_threshold++; tries = 0; } continue; } /* * Now our reachable squares are plausibly evenly * distributed over the grid. I'm not actually going to * _enforce_ that I place the gems in such a way as not to * increase that maxdist value; I'm now just going to trust * to the RNG to pick a sensible subset of the POSSGEMs. */ j = 0; for (i = 0; i < wh; i++) if (grid[i] == POSSGEM) list[j++] = i; shuffle(list, j, sizeof(*list), rs); for (i = 0; i < j; i++) grid[list[i]] = (i < wh/5 ? GEM : BLANK); break; } free_scratch(sc); grid[wh] = '\0'; return grid; } static char *new_game_desc(game_params *params, random_state *rs, char **aux, int interactive) { return gengrid(params->w, params->h, rs); } static char *validate_desc(game_params *params, char *desc) { int w = params->w, h = params->h, wh = w*h; int starts = 0, gems = 0, i; for (i = 0; i < wh; i++) { if (!desc[i]) return "Not enough data to fill grid"; if (desc[i] != WALL && desc[i] != START && desc[i] != STOP && desc[i] != GEM && desc[i] != MINE && desc[i] != BLANK) return "Unrecognised character in game description"; if (desc[i] == START) starts++; if (desc[i] == GEM) gems++; } if (desc[i]) return "Too much data to fill grid"; if (starts < 1) return "No starting square specified"; if (starts > 1) return "More than one starting square specified"; if (gems < 1) return "No gems specified"; return NULL; } static game_state *new_game(midend *me, game_params *params, char *desc) { int w = params->w, h = params->h, wh = w*h; int i; game_state *state = snew(game_state); state->p = *params; /* structure copy */ state->grid = snewn(wh, char); assert(strlen(desc) == wh); memcpy(state->grid, desc, wh); state->px = state->py = -1; state->gems = 0; for (i = 0; i < wh; i++) { if (state->grid[i] == START) { state->grid[i] = STOP; state->px = i % w; state->py = i / w; } else if (state->grid[i] == GEM) { state->gems++; } } assert(state->gems > 0); assert(state->px >= 0 && state->py >= 0); state->distance_moved = 0; state->dead = FALSE; return state; } static game_state *dup_game(game_state *state) { int w = state->p.w, h = state->p.h, wh = w*h; game_state *ret = snew(game_state); ret->p = state->p; ret->px = state->px; ret->py = state->py; ret->gems = state->gems; ret->grid = snewn(wh, char); ret->distance_moved = state->distance_moved; ret->dead = FALSE; memcpy(ret->grid, state->grid, wh); return ret; } static void free_game(game_state *state) { sfree(state->grid); sfree(state); } static char *solve_game(game_state *state, game_state *currstate, char *aux, char **error) { return NULL; } static char *game_text_format(game_state *state) { return NULL; } struct game_ui { float anim_length; int flashtype; int deaths; int just_made_move; int just_died; }; static game_ui *new_ui(game_state *state) { game_ui *ui = snew(game_ui); ui->anim_length = 0.0F; ui->flashtype = 0; ui->deaths = 0; ui->just_made_move = FALSE; ui->just_died = FALSE; return ui; } static void free_ui(game_ui *ui) { sfree(ui); } static char *encode_ui(game_ui *ui) { char buf[80]; /* * The deaths counter needs preserving across a serialisation. */ sprintf(buf, "D%d", ui->deaths); return dupstr(buf); } static void decode_ui(game_ui *ui, char *encoding) { int p = 0; sscanf(encoding, "D%d%n", &ui->deaths, &p); } static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { /* * Increment the deaths counter. We only do this if * ui->just_made_move is set (redoing a suicide move doesn't * kill you _again_), and also we only do it if the game isn't * completed (once you're finished, you can play). */ if (!oldstate->dead && newstate->dead && ui->just_made_move && newstate->gems) { ui->deaths++; ui->just_died = TRUE; } else { ui->just_died = FALSE; } ui->just_made_move = FALSE; } struct game_drawstate { game_params p; int tilesize; int started; unsigned short *grid; blitter *player_background; int player_bg_saved, pbgx, pbgy; }; #define PREFERRED_TILESIZE 32 #define TILESIZE (ds->tilesize) #define BORDER (TILESIZE) #define HIGHLIGHT_WIDTH (TILESIZE / 10) #define COORD(x) ( (x) * TILESIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button) { int w = state->p.w, h = state->p.h /*, wh = w*h */; int dir; char buf[80]; dir = -1; if (button == LEFT_BUTTON) { /* * Mouse-clicking near the target point (or, more * accurately, in the appropriate octant) is an alternative * way to input moves. */ if (FROMCOORD(x) != state->px || FROMCOORD(y) != state->py) { int dx, dy; float angle; dx = FROMCOORD(x) - state->px; dy = FROMCOORD(y) - state->py; /* I pass dx,dy rather than dy,dx so that the octants * end up the right way round. */ angle = atan2(dx, -dy); angle = (angle + (PI/8)) / (PI/4); assert(angle > -16.0F); dir = (int)(angle + 16.0F) & 7; } } else if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8')) dir = 0; else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2')) dir = 4; else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4')) dir = 6; else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6')) dir = 2; else if (button == (MOD_NUM_KEYPAD | '7')) dir = 7; else if (button == (MOD_NUM_KEYPAD | '1')) dir = 5; else if (button == (MOD_NUM_KEYPAD | '9')) dir = 1; else if (button == (MOD_NUM_KEYPAD | '3')) dir = 3; if (dir < 0) return NULL; /* * Reject the move if we can't make it at all due to a wall * being in the way. */ if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) return NULL; /* * Reject the move if we're dead! */ if (state->dead) return NULL; /* * Otherwise, we can make the move. All we need to specify is * the direction. */ ui->just_made_move = TRUE; sprintf(buf, "%d", dir); return dupstr(buf); } static game_state *execute_move(game_state *state, char *move) { int w = state->p.w, h = state->p.h /*, wh = w*h */; int dir = atoi(move); game_state *ret; if (dir < 0 || dir >= DIRECTIONS) return NULL; /* huh? */ if (state->dead) return NULL; if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) return NULL; /* wall in the way! */ /* * Now make the move. */ ret = dup_game(state); ret->distance_moved = 0; while (1) { ret->px += DX(dir); ret->py += DY(dir); ret->distance_moved++; if (AT(w, h, ret->grid, ret->px, ret->py) == GEM) { LV_AT(w, h, ret->grid, ret->px, ret->py) = BLANK; ret->gems--; } if (AT(w, h, ret->grid, ret->px, ret->py) == MINE) { ret->dead = TRUE; break; } if (AT(w, h, ret->grid, ret->px, ret->py) == STOP || AT(w, h, ret->grid, ret->px+DX(dir), ret->py+DY(dir)) == WALL) break; } return ret; } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_compute_size(game_params *params, int tilesize, int *x, int *y) { /* Ick: fake up `ds->tilesize' for macro expansion purposes */ struct { int tilesize; } ads, *ds = &ads; ads.tilesize = tilesize; *x = 2 * BORDER + 1 + params->w * TILESIZE; *y = 2 * BORDER + 1 + params->h * TILESIZE; } static void game_set_size(drawing *dr, game_drawstate *ds, game_params *params, int tilesize) { ds->tilesize = tilesize; assert(!ds->player_bg_saved); if (ds->player_background) blitter_free(dr, ds->player_background); ds->player_background = blitter_new(dr, TILESIZE, TILESIZE); } static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); ret[COL_OUTLINE * 3 + 0] = 0.0F; ret[COL_OUTLINE * 3 + 1] = 0.0F; ret[COL_OUTLINE * 3 + 2] = 0.0F; ret[COL_PLAYER * 3 + 0] = 0.0F; ret[COL_PLAYER * 3 + 1] = 1.0F; ret[COL_PLAYER * 3 + 2] = 0.0F; ret[COL_DEAD_PLAYER * 3 + 0] = 1.0F; ret[COL_DEAD_PLAYER * 3 + 1] = 0.0F; ret[COL_DEAD_PLAYER * 3 + 2] = 0.0F; ret[COL_MINE * 3 + 0] = 0.0F; ret[COL_MINE * 3 + 1] = 0.0F; ret[COL_MINE * 3 + 2] = 0.0F; ret[COL_GEM * 3 + 0] = 0.6F; ret[COL_GEM * 3 + 1] = 1.0F; ret[COL_GEM * 3 + 2] = 1.0F; for (i = 0; i < 3; i++) { ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] + 1 * ret[COL_HIGHLIGHT * 3 + i]) / 4; } *ncolours = NCOLOURS; return ret; } static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { int w = state->p.w, h = state->p.h, wh = w*h; struct game_drawstate *ds = snew(struct game_drawstate); int i; ds->tilesize = 0; /* We can't allocate the blitter rectangle for the player background * until we know what size to make it. */ ds->player_background = NULL; ds->player_bg_saved = FALSE; ds->pbgx = ds->pbgy = -1; ds->p = state->p; /* structure copy */ ds->started = FALSE; ds->grid = snewn(wh, unsigned short); for (i = 0; i < wh; i++) ds->grid[i] = UNDRAWN; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { if (ds->player_background) blitter_free(dr, ds->player_background); sfree(ds->grid); sfree(ds); } static void draw_player(drawing *dr, game_drawstate *ds, int x, int y, int dead) { if (dead) { int coords[DIRECTIONS*4]; int d; for (d = 0; d < DIRECTIONS; d++) { float x1, y1, x2, y2, x3, y3, len; x1 = DX(d); y1 = DY(d); len = sqrt(x1*x1+y1*y1); x1 /= len; y1 /= len; x3 = DX(d+1); y3 = DY(d+1); len = sqrt(x3*x3+y3*y3); x3 /= len; y3 /= len; x2 = (x1+x3) / 4; y2 = (y1+y3) / 4; coords[d*4+0] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x1); coords[d*4+1] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y1); coords[d*4+2] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x2); coords[d*4+3] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y2); } draw_polygon(dr, coords, DIRECTIONS*2, COL_DEAD_PLAYER, COL_OUTLINE); } else { draw_circle(dr, x + TILESIZE/2, y + TILESIZE/2, TILESIZE/3, COL_PLAYER, COL_OUTLINE); } draw_update(dr, x, y, TILESIZE, TILESIZE); } #define FLASH_DEAD 0x100 #define FLASH_WIN 0x200 #define FLASH_MASK 0x300 static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v) { int tx = COORD(x), ty = COORD(y); int bg = (v & FLASH_DEAD ? COL_DEAD_PLAYER : v & FLASH_WIN ? COL_HIGHLIGHT : COL_BACKGROUND); v &= ~FLASH_MASK; clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1); draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg); if (v == WALL) { int coords[6]; coords[0] = tx + TILESIZE; coords[1] = ty + TILESIZE; coords[2] = tx + TILESIZE; coords[3] = ty + 1; coords[4] = tx + 1; coords[5] = ty + TILESIZE; draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); coords[0] = tx + 1; coords[1] = ty + 1; draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH, TILESIZE - 2*HIGHLIGHT_WIDTH, TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL); } else if (v == MINE) { int cx = tx + TILESIZE / 2; int cy = ty + TILESIZE / 2; int r = TILESIZE / 2 - 3; int coords[4*5*2]; int xdx = 1, xdy = 0, ydx = 0, ydy = 1; int tdx, tdy, i; for (i = 0; i < 4*5*2; i += 5*2) { coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; coords[i+2*1+0] = cx - r/6*xdx + r*ydx; coords[i+2*1+1] = cy - r/6*xdy + r*ydy; coords[i+2*2+0] = cx + r/6*xdx + r*ydx; coords[i+2*2+1] = cy + r/6*xdy + r*ydy; coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; tdx = ydx; tdy = ydy; ydx = xdx; ydy = xdy; xdx = -tdx; xdy = -tdy; } draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE); draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); } else if (v == STOP) { draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, TILESIZE*3/7, -1, COL_OUTLINE); draw_rect(dr, tx + TILESIZE*3/7, ty+1, TILESIZE - 2*(TILESIZE*3/7) + 1, TILESIZE-1, bg); draw_rect(dr, tx+1, ty + TILESIZE*3/7, TILESIZE-1, TILESIZE - 2*(TILESIZE*3/7) + 1, bg); } else if (v == GEM) { int coords[8]; coords[0] = tx+TILESIZE/2; coords[1] = ty+TILESIZE*1/7; coords[2] = tx+TILESIZE*1/7; coords[3] = ty+TILESIZE/2; coords[4] = tx+TILESIZE/2; coords[5] = ty+TILESIZE-TILESIZE*1/7; coords[6] = tx+TILESIZE-TILESIZE*1/7; coords[7] = ty+TILESIZE/2; draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE); } unclip(dr); draw_update(dr, tx, ty, TILESIZE, TILESIZE); } #define BASE_ANIM_LENGTH 0.1F #define FLASH_LENGTH 0.3F static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { int w = state->p.w, h = state->p.h /*, wh = w*h */; int x, y; float ap; int player_dist; int flashtype; int gems, deaths; char status[256]; if (flashtime && !((int)(flashtime * 3 / FLASH_LENGTH) % 2)) flashtype = ui->flashtype; else flashtype = 0; /* * Erase the player sprite. */ if (ds->player_bg_saved) { assert(ds->player_background); blitter_load(dr, ds->player_background, ds->pbgx, ds->pbgy); draw_update(dr, ds->pbgx, ds->pbgy, TILESIZE, TILESIZE); ds->player_bg_saved = FALSE; } /* * Initialise a fresh drawstate. */ if (!ds->started) { int wid, ht; /* * Blank out the window initially. */ game_compute_size(&ds->p, TILESIZE, &wid, &ht); draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND); draw_update(dr, 0, 0, wid, ht); /* * Draw the grid lines. */ for (y = 0; y <= h; y++) draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), COL_LOWLIGHT); for (x = 0; x <= w; x++) draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), COL_LOWLIGHT); ds->started = TRUE; } /* * If we're in the process of animating a move, let's start by * working out how far the player has moved from their _older_ * state. */ if (oldstate) { ap = animtime / ui->anim_length; player_dist = ap * (dir > 0 ? state : oldstate)->distance_moved; } else { player_dist = 0; ap = 0.0F; } /* * Draw the grid contents. * * We count the gems as we go round this loop, for the purposes * of the status bar. Of course we have a gems counter in the * game_state already, but if we do the counting in this loop * then it tracks gems being picked up in a sliding move, and * updates one by one. */ gems = 0; for (y = 0; y < h; y++) for (x = 0; x < w; x++) { unsigned short v = (unsigned char)state->grid[y*w+x]; /* * Special case: if the player is in the process of * moving over a gem, we draw the gem iff they haven't * gone past it yet. */ if (oldstate && oldstate->grid[y*w+x] != state->grid[y*w+x]) { /* * Compute the distance from this square to the * original player position. */ int dist = max(abs(x - oldstate->px), abs(y - oldstate->py)); /* * If the player has reached here, use the new grid * element. Otherwise use the old one. */ if (player_dist < dist) v = oldstate->grid[y*w+x]; else v = state->grid[y*w+x]; } /* * Special case: erase the mine the dead player is * sitting on. Only at the end of the move. */ if (v == MINE && !oldstate && state->dead && x == state->px && y == state->py) v = BLANK; if (v == GEM) gems++; v |= flashtype; if (ds->grid[y*w+x] != v) { draw_tile(dr, ds, x, y, v); ds->grid[y*w+x] = v; } } /* * Gem counter in the status bar. We replace it with * `COMPLETED!' when it reaches zero ... or rather, when the * _current state_'s gem counter is zero. (Thus, `Gems: 0' is * shown between the collection of the last gem and the * completion of the move animation that did it.) */ if (state->dead && (!oldstate || oldstate->dead)) sprintf(status, "DEAD!"); else if (state->gems || (oldstate && oldstate->gems)) sprintf(status, "Gems: %d", gems); else sprintf(status, "COMPLETED!"); /* We subtract one from the visible death counter if we're still * animating the move at the end of which the death took place. */ deaths = ui->deaths; if (oldstate && ui->just_died) { assert(deaths > 0); deaths--; } if (deaths) sprintf(status + strlen(status), " Deaths: %d", deaths); status_bar(dr, status); /* * Draw the player sprite. */ assert(!ds->player_bg_saved); assert(ds->player_background); { int ox, oy, nx, ny; nx = COORD(state->px); ny = COORD(state->py); if (oldstate) { ox = COORD(oldstate->px); oy = COORD(oldstate->py); } else { ox = nx; oy = ny; } ds->pbgx = ox + ap * (nx - ox); ds->pbgy = oy + ap * (ny - oy); } blitter_save(dr, ds->player_background, ds->pbgx, ds->pbgy); draw_player(dr, ds, ds->pbgx, ds->pbgy, (state->dead && !oldstate)); ds->player_bg_saved = TRUE; } static float game_anim_length(game_state *oldstate, game_state *newstate, int dir, game_ui *ui) { int dist; if (dir > 0) dist = newstate->distance_moved; else dist = oldstate->distance_moved; ui->anim_length = sqrt(dist) * BASE_ANIM_LENGTH; return ui->anim_length; } static float game_flash_length(game_state *oldstate, game_state *newstate, int dir, game_ui *ui) { if (!oldstate->dead && newstate->dead) { ui->flashtype = FLASH_DEAD; return FLASH_LENGTH; } else if (oldstate->gems && !newstate->gems) { ui->flashtype = FLASH_WIN; return FLASH_LENGTH; } return 0.0F; } static int game_wants_statusbar(void) { return TRUE; } static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } static void game_print_size(game_params *params, float *x, float *y) { } static void game_print(drawing *dr, game_state *state, int tilesize) { } #ifdef COMBINED #define thegame inertia #endif const struct game thegame = { "Inertia", "games.inertia", default_params, game_fetch_preset, decode_params, encode_params, free_params, dup_params, TRUE, game_configure, custom_params, validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, FALSE, solve_game, FALSE, game_text_format, new_ui, free_ui, encode_ui, decode_ui, game_changed_state, interpret_move, execute_move, PREFERRED_TILESIZE, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, FALSE, FALSE, game_print_size, game_print, game_wants_statusbar, FALSE, game_timing_state, 0, /* mouse_priorities */ };