4efb3868 |
1 | /* |
2 | * sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs |
3 | * from the 15-puzzle in that you toroidally rotate a row or column |
4 | * at a time. |
5 | */ |
6 | |
7 | #include <stdio.h> |
8 | #include <stdlib.h> |
9 | #include <string.h> |
10 | #include <assert.h> |
b0e26073 |
11 | #include <ctype.h> |
4efb3868 |
12 | #include <math.h> |
13 | |
14 | #include "puzzles.h" |
15 | |
16 | const char *const game_name = "Sixteen"; |
e91825f8 |
17 | const char *const game_winhelp_topic = "games.sixteen"; |
c8230524 |
18 | const int game_can_configure = TRUE; |
4efb3868 |
19 | |
20 | #define TILE_SIZE 48 |
21 | #define BORDER TILE_SIZE /* big border to fill with arrows */ |
22 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
23 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
24 | #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) |
25 | |
8c1fd974 |
26 | #define ANIM_TIME 0.13F |
27 | #define FLASH_FRAME 0.13F |
4efb3868 |
28 | |
29 | #define X(state, i) ( (i) % (state)->w ) |
30 | #define Y(state, i) ( (i) / (state)->w ) |
31 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
32 | |
33 | enum { |
34 | COL_BACKGROUND, |
35 | COL_TEXT, |
36 | COL_HIGHLIGHT, |
37 | COL_LOWLIGHT, |
38 | NCOLOURS |
39 | }; |
40 | |
41 | struct game_params { |
42 | int w, h; |
43 | }; |
44 | |
45 | struct game_state { |
46 | int w, h, n; |
47 | int *tiles; |
48 | int completed; |
fd1a1a2b |
49 | int movecount; |
c8230524 |
50 | int last_movement_sense; |
4efb3868 |
51 | }; |
52 | |
53 | game_params *default_params(void) |
54 | { |
55 | game_params *ret = snew(game_params); |
56 | |
57 | ret->w = ret->h = 4; |
58 | |
59 | return ret; |
60 | } |
61 | |
62 | int game_fetch_preset(int i, char **name, game_params **params) |
63 | { |
64 | game_params *ret; |
65 | int w, h; |
66 | char buf[80]; |
67 | |
68 | switch (i) { |
69 | case 0: w = 3, h = 3; break; |
70 | case 1: w = 4, h = 3; break; |
71 | case 2: w = 4, h = 4; break; |
72 | case 3: w = 5, h = 4; break; |
73 | case 4: w = 5, h = 5; break; |
74 | default: return FALSE; |
75 | } |
76 | |
77 | sprintf(buf, "%dx%d", w, h); |
78 | *name = dupstr(buf); |
79 | *params = ret = snew(game_params); |
80 | ret->w = w; |
81 | ret->h = h; |
82 | return TRUE; |
83 | } |
84 | |
85 | void free_params(game_params *params) |
86 | { |
87 | sfree(params); |
88 | } |
89 | |
90 | game_params *dup_params(game_params *params) |
91 | { |
92 | game_params *ret = snew(game_params); |
93 | *ret = *params; /* structure copy */ |
94 | return ret; |
95 | } |
96 | |
b0e26073 |
97 | game_params *decode_params(char const *string) |
98 | { |
99 | game_params *ret = default_params(); |
100 | |
101 | ret->w = ret->h = atoi(string); |
102 | while (*string && isdigit(*string)) string++; |
103 | if (*string == 'x') { |
104 | string++; |
105 | ret->h = atoi(string); |
106 | } |
107 | |
108 | return ret; |
109 | } |
110 | |
111 | char *encode_params(game_params *params) |
112 | { |
113 | char data[256]; |
114 | |
115 | sprintf(data, "%dx%d", params->w, params->h); |
116 | |
117 | return dupstr(data); |
118 | } |
119 | |
c8230524 |
120 | config_item *game_configure(game_params *params) |
121 | { |
122 | config_item *ret; |
123 | char buf[80]; |
124 | |
125 | ret = snewn(3, config_item); |
126 | |
127 | ret[0].name = "Width"; |
95709966 |
128 | ret[0].type = C_STRING; |
c8230524 |
129 | sprintf(buf, "%d", params->w); |
130 | ret[0].sval = dupstr(buf); |
131 | ret[0].ival = 0; |
132 | |
133 | ret[1].name = "Height"; |
95709966 |
134 | ret[1].type = C_STRING; |
c8230524 |
135 | sprintf(buf, "%d", params->h); |
136 | ret[1].sval = dupstr(buf); |
137 | ret[1].ival = 0; |
138 | |
139 | ret[2].name = NULL; |
95709966 |
140 | ret[2].type = C_END; |
c8230524 |
141 | ret[2].sval = NULL; |
142 | ret[2].ival = 0; |
143 | |
144 | return ret; |
145 | } |
146 | |
147 | game_params *custom_params(config_item *cfg) |
148 | { |
149 | game_params *ret = snew(game_params); |
150 | |
151 | ret->w = atoi(cfg[0].sval); |
152 | ret->h = atoi(cfg[1].sval); |
153 | |
154 | return ret; |
155 | } |
156 | |
157 | char *validate_params(game_params *params) |
158 | { |
159 | if (params->w < 2 && params->h < 2) |
160 | return "Width and height must both be at least two"; |
161 | |
162 | return NULL; |
163 | } |
164 | |
4efb3868 |
165 | int perm_parity(int *perm, int n) |
166 | { |
167 | int i, j, ret; |
168 | |
169 | ret = 0; |
170 | |
171 | for (i = 0; i < n-1; i++) |
172 | for (j = i+1; j < n; j++) |
173 | if (perm[i] > perm[j]) |
174 | ret = !ret; |
175 | |
176 | return ret; |
177 | } |
178 | |
48d70ca9 |
179 | char *new_game_seed(game_params *params, random_state *rs) |
4efb3868 |
180 | { |
181 | int stop, n, i, x; |
182 | int x1, x2, p1, p2; |
183 | int *tiles, *used; |
184 | char *ret; |
185 | int retlen; |
186 | |
187 | n = params->w * params->h; |
188 | |
189 | tiles = snewn(n, int); |
190 | used = snewn(n, int); |
191 | |
192 | for (i = 0; i < n; i++) { |
193 | tiles[i] = -1; |
194 | used[i] = FALSE; |
195 | } |
196 | |
197 | /* |
198 | * If both dimensions are odd, there is a parity constraint. |
199 | */ |
200 | if (params->w & params->h & 1) |
201 | stop = 2; |
202 | else |
203 | stop = 0; |
204 | |
205 | /* |
206 | * Place everything except (possibly) the last two tiles. |
207 | */ |
208 | for (x = 0, i = n; i > stop; i--) { |
48d70ca9 |
209 | int k = i > 1 ? random_upto(rs, i) : 0; |
4efb3868 |
210 | int j; |
211 | |
212 | for (j = 0; j < n; j++) |
213 | if (!used[j] && (k-- == 0)) |
214 | break; |
215 | |
216 | assert(j < n && !used[j]); |
217 | used[j] = TRUE; |
218 | |
219 | while (tiles[x] >= 0) |
220 | x++; |
221 | assert(x < n); |
222 | tiles[x] = j; |
223 | } |
224 | |
225 | if (stop) { |
226 | /* |
227 | * Find the last two locations, and the last two pieces. |
228 | */ |
229 | while (tiles[x] >= 0) |
230 | x++; |
231 | assert(x < n); |
232 | x1 = x; |
233 | x++; |
234 | while (tiles[x] >= 0) |
235 | x++; |
236 | assert(x < n); |
237 | x2 = x; |
238 | |
239 | for (i = 0; i < n; i++) |
240 | if (!used[i]) |
241 | break; |
242 | p1 = i; |
243 | for (i = p1+1; i < n; i++) |
244 | if (!used[i]) |
245 | break; |
246 | p2 = i; |
247 | |
248 | /* |
249 | * Try the last two tiles one way round. If that fails, swap |
250 | * them. |
251 | */ |
252 | tiles[x1] = p1; |
253 | tiles[x2] = p2; |
254 | if (perm_parity(tiles, n) != 0) { |
255 | tiles[x1] = p2; |
256 | tiles[x2] = p1; |
257 | assert(perm_parity(tiles, n) == 0); |
258 | } |
259 | } |
260 | |
261 | /* |
262 | * Now construct the game seed, by describing the tile array as |
263 | * a simple sequence of comma-separated integers. |
264 | */ |
265 | ret = NULL; |
266 | retlen = 0; |
267 | for (i = 0; i < n; i++) { |
268 | char buf[80]; |
269 | int k; |
270 | |
271 | k = sprintf(buf, "%d,", tiles[i]+1); |
272 | |
273 | ret = sresize(ret, retlen + k + 1, char); |
274 | strcpy(ret + retlen, buf); |
275 | retlen += k; |
276 | } |
277 | ret[retlen-1] = '\0'; /* delete last comma */ |
278 | |
279 | sfree(tiles); |
280 | sfree(used); |
281 | |
282 | return ret; |
283 | } |
284 | |
5928817c |
285 | |
286 | char *validate_seed(game_params *params, char *seed) |
287 | { |
288 | char *p, *err; |
289 | int i, area; |
290 | int *used; |
291 | |
292 | area = params->w * params->h; |
293 | p = seed; |
294 | err = NULL; |
295 | |
296 | used = snewn(area, int); |
297 | for (i = 0; i < area; i++) |
298 | used[i] = FALSE; |
299 | |
300 | for (i = 0; i < area; i++) { |
301 | char *q = p; |
302 | int n; |
303 | |
304 | if (*p < '0' || *p > '9') { |
305 | err = "Not enough numbers in string"; |
306 | goto leave; |
307 | } |
308 | while (*p >= '0' && *p <= '9') |
309 | p++; |
310 | if (i < area-1 && *p != ',') { |
311 | err = "Expected comma after number"; |
312 | goto leave; |
313 | } |
314 | else if (i == area-1 && *p) { |
315 | err = "Excess junk at end of string"; |
316 | goto leave; |
317 | } |
318 | n = atoi(q); |
319 | if (n < 1 || n > area) { |
320 | err = "Number out of range"; |
321 | goto leave; |
322 | } |
323 | if (used[n-1]) { |
324 | err = "Number used twice"; |
325 | goto leave; |
326 | } |
327 | used[n-1] = TRUE; |
328 | |
329 | if (*p) p++; /* eat comma */ |
330 | } |
331 | |
332 | leave: |
333 | sfree(used); |
334 | return err; |
335 | } |
336 | |
4efb3868 |
337 | game_state *new_game(game_params *params, char *seed) |
338 | { |
339 | game_state *state = snew(game_state); |
340 | int i; |
341 | char *p; |
342 | |
343 | state->w = params->w; |
344 | state->h = params->h; |
345 | state->n = params->w * params->h; |
346 | state->tiles = snewn(state->n, int); |
347 | |
348 | p = seed; |
349 | i = 0; |
350 | for (i = 0; i < state->n; i++) { |
351 | assert(*p); |
352 | state->tiles[i] = atoi(p); |
353 | while (*p && *p != ',') |
354 | p++; |
355 | if (*p) p++; /* eat comma */ |
356 | } |
357 | assert(!*p); |
358 | |
fd1a1a2b |
359 | state->completed = state->movecount = 0; |
c8230524 |
360 | state->last_movement_sense = 0; |
4efb3868 |
361 | |
362 | return state; |
363 | } |
364 | |
365 | game_state *dup_game(game_state *state) |
366 | { |
367 | game_state *ret = snew(game_state); |
368 | |
369 | ret->w = state->w; |
370 | ret->h = state->h; |
371 | ret->n = state->n; |
372 | ret->tiles = snewn(state->w * state->h, int); |
373 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
374 | ret->completed = state->completed; |
fd1a1a2b |
375 | ret->movecount = state->movecount; |
c8230524 |
376 | ret->last_movement_sense = state->last_movement_sense; |
4efb3868 |
377 | |
378 | return ret; |
379 | } |
380 | |
381 | void free_game(game_state *state) |
382 | { |
383 | sfree(state); |
384 | } |
385 | |
74a4e547 |
386 | game_ui *new_ui(game_state *state) |
387 | { |
388 | return NULL; |
389 | } |
390 | |
391 | void free_ui(game_ui *ui) |
392 | { |
393 | } |
394 | |
395 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
4efb3868 |
396 | { |
397 | int cx, cy; |
398 | int dx, dy, tx, ty, n; |
399 | game_state *ret; |
400 | |
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401 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
4efb3868 |
402 | return NULL; |
403 | |
404 | cx = FROMCOORD(x); |
405 | cy = FROMCOORD(y); |
406 | if (cx == -1 && cy >= 0 && cy < from->h) |
407 | n = from->w, dx = +1, dy = 0; |
408 | else if (cx == from->w && cy >= 0 && cy < from->h) |
409 | n = from->w, dx = -1, dy = 0; |
410 | else if (cy == -1 && cx >= 0 && cx < from->w) |
411 | n = from->h, dy = +1, dx = 0; |
412 | else if (cy == from->h && cx >= 0 && cx < from->w) |
413 | n = from->h, dy = -1, dx = 0; |
414 | else |
415 | return NULL; /* invalid click location */ |
416 | |
e91825f8 |
417 | /* reverse direction if right hand button is pressed */ |
418 | if (button == RIGHT_BUTTON) |
419 | { |
420 | dx = -dx; if (dx) cx = from->w - 1 - cx; |
421 | dy = -dy; if (dy) cy = from->h - 1 - cy; |
422 | } |
423 | |
4efb3868 |
424 | ret = dup_game(from); |
425 | |
426 | do { |
427 | cx += dx; |
428 | cy += dy; |
429 | tx = (cx + dx + from->w) % from->w; |
430 | ty = (cy + dy + from->h) % from->h; |
431 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
432 | } while (--n > 0); |
433 | |
fd1a1a2b |
434 | ret->movecount++; |
435 | |
c8230524 |
436 | ret->last_movement_sense = -(dx+dy); |
437 | |
4efb3868 |
438 | /* |
439 | * See if the game has been completed. |
440 | */ |
441 | if (!ret->completed) { |
fd1a1a2b |
442 | ret->completed = ret->movecount; |
4efb3868 |
443 | for (n = 0; n < ret->n; n++) |
444 | if (ret->tiles[n] != n+1) |
445 | ret->completed = FALSE; |
446 | } |
447 | |
448 | return ret; |
449 | } |
450 | |
451 | /* ---------------------------------------------------------------------- |
452 | * Drawing routines. |
453 | */ |
454 | |
455 | struct game_drawstate { |
456 | int started; |
457 | int w, h, bgcolour; |
458 | int *tiles; |
459 | }; |
460 | |
461 | void game_size(game_params *params, int *x, int *y) |
462 | { |
463 | *x = TILE_SIZE * params->w + 2 * BORDER; |
464 | *y = TILE_SIZE * params->h + 2 * BORDER; |
465 | } |
466 | |
467 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
468 | { |
469 | float *ret = snewn(3 * NCOLOURS, float); |
470 | int i; |
471 | float max; |
472 | |
473 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
474 | |
475 | /* |
476 | * Drop the background colour so that the highlight is |
477 | * noticeably brighter than it while still being under 1. |
478 | */ |
479 | max = ret[COL_BACKGROUND*3]; |
480 | for (i = 1; i < 3; i++) |
481 | if (ret[COL_BACKGROUND*3+i] > max) |
482 | max = ret[COL_BACKGROUND*3+i]; |
483 | if (max * 1.2F > 1.0F) { |
484 | for (i = 0; i < 3; i++) |
485 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
486 | } |
487 | |
488 | for (i = 0; i < 3; i++) { |
489 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
490 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
491 | ret[COL_TEXT * 3 + i] = 0.0; |
492 | } |
493 | |
494 | *ncolours = NCOLOURS; |
495 | return ret; |
496 | } |
497 | |
498 | game_drawstate *game_new_drawstate(game_state *state) |
499 | { |
500 | struct game_drawstate *ds = snew(struct game_drawstate); |
501 | int i; |
502 | |
503 | ds->started = FALSE; |
504 | ds->w = state->w; |
505 | ds->h = state->h; |
506 | ds->bgcolour = COL_BACKGROUND; |
507 | ds->tiles = snewn(ds->w*ds->h, int); |
508 | for (i = 0; i < ds->w*ds->h; i++) |
509 | ds->tiles[i] = -1; |
510 | |
511 | return ds; |
512 | } |
513 | |
514 | void game_free_drawstate(game_drawstate *ds) |
515 | { |
516 | sfree(ds->tiles); |
517 | sfree(ds); |
518 | } |
519 | |
520 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
521 | int tile, int flash_colour) |
522 | { |
523 | if (tile == 0) { |
524 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
525 | flash_colour); |
526 | } else { |
527 | int coords[6]; |
528 | char str[40]; |
529 | |
530 | coords[0] = x + TILE_SIZE - 1; |
531 | coords[1] = y + TILE_SIZE - 1; |
532 | coords[2] = x + TILE_SIZE - 1; |
533 | coords[3] = y; |
534 | coords[4] = x; |
535 | coords[5] = y + TILE_SIZE - 1; |
536 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
537 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
538 | |
539 | coords[0] = x; |
540 | coords[1] = y; |
541 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
542 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
543 | |
544 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
545 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
546 | flash_colour); |
547 | |
548 | sprintf(str, "%d", tile); |
549 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
550 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
551 | COL_TEXT, str); |
552 | } |
553 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
554 | } |
555 | |
556 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
557 | { |
558 | int coords[14]; |
559 | int ydy = -xdx, ydx = xdy; |
560 | |
561 | #define POINT(n, xx, yy) ( \ |
562 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
563 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
564 | |
565 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
566 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
567 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
568 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
569 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
570 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
571 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
572 | |
573 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
574 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
575 | } |
576 | |
577 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
578 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
579 | float animtime, float flashtime) |
4efb3868 |
580 | { |
b443c381 |
581 | int i, bgcolour; |
4efb3868 |
582 | |
583 | if (flashtime > 0) { |
584 | int frame = (int)(flashtime / FLASH_FRAME); |
585 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
586 | } else |
587 | bgcolour = COL_BACKGROUND; |
588 | |
589 | if (!ds->started) { |
590 | int coords[6]; |
591 | |
592 | draw_rect(fe, 0, 0, |
593 | TILE_SIZE * state->w + 2 * BORDER, |
594 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
595 | draw_update(fe, 0, 0, |
596 | TILE_SIZE * state->w + 2 * BORDER, |
597 | TILE_SIZE * state->h + 2 * BORDER); |
598 | |
599 | /* |
600 | * Recessed area containing the whole puzzle. |
601 | */ |
602 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
603 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
604 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
605 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
606 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
607 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
608 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
609 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
610 | |
611 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
612 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
613 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
614 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
615 | |
616 | /* |
617 | * Arrows for making moves. |
618 | */ |
619 | for (i = 0; i < state->w; i++) { |
620 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
621 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
622 | } |
623 | for (i = 0; i < state->h; i++) { |
624 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
625 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
626 | } |
627 | |
628 | ds->started = TRUE; |
629 | } |
630 | |
631 | /* |
b443c381 |
632 | * Now draw each tile. |
4efb3868 |
633 | */ |
634 | |
635 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
636 | |
b443c381 |
637 | for (i = 0; i < state->n; i++) { |
638 | int t, t0; |
639 | /* |
640 | * Figure out what should be displayed at this |
641 | * location. It's either a simple tile, or it's a |
642 | * transition between two tiles (in which case we say |
643 | * -1 because it must always be drawn). |
644 | */ |
645 | |
646 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
647 | t = -1; |
648 | else |
649 | t = state->tiles[i]; |
650 | |
651 | t0 = t; |
652 | |
653 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
654 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
655 | int x, y, x2, y2; |
656 | |
657 | /* |
658 | * Figure out what to _actually_ draw, and where to |
659 | * draw it. |
660 | */ |
661 | if (t == -1) { |
662 | int x0, y0, x1, y1, dx, dy; |
663 | int j; |
664 | float c; |
665 | int sense; |
666 | |
667 | if (oldstate && state->movecount < oldstate->movecount) |
668 | sense = -oldstate->last_movement_sense; |
669 | else |
670 | sense = state->last_movement_sense; |
671 | |
672 | t = state->tiles[i]; |
673 | |
674 | /* |
675 | * FIXME: must be prepared to draw a double |
676 | * tile in some situations. |
677 | */ |
678 | |
679 | /* |
680 | * Find the coordinates of this tile in the old and |
681 | * new states. |
682 | */ |
683 | x1 = COORD(X(state, i)); |
684 | y1 = COORD(Y(state, i)); |
685 | for (j = 0; j < oldstate->n; j++) |
686 | if (oldstate->tiles[j] == state->tiles[i]) |
687 | break; |
688 | assert(j < oldstate->n); |
689 | x0 = COORD(X(state, j)); |
690 | y0 = COORD(Y(state, j)); |
691 | |
692 | dx = (x1 - x0); |
693 | if (dx != 0 && |
694 | dx != TILE_SIZE * sense) { |
695 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
696 | dx - TILE_SIZE * state->w); |
697 | assert(abs(dx) == TILE_SIZE); |
698 | } |
699 | dy = (y1 - y0); |
700 | if (dy != 0 && |
701 | dy != TILE_SIZE * sense) { |
702 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
703 | dy - TILE_SIZE * state->h); |
704 | assert(abs(dy) == TILE_SIZE); |
705 | } |
706 | |
707 | c = (animtime / ANIM_TIME); |
708 | if (c < 0.0F) c = 0.0F; |
709 | if (c > 1.0F) c = 1.0F; |
710 | |
711 | x = x0 + (int)(c * dx); |
712 | y = y0 + (int)(c * dy); |
713 | x2 = x1 - dx + (int)(c * dx); |
714 | y2 = y1 - dy + (int)(c * dy); |
715 | } else { |
716 | x = COORD(X(state, i)); |
717 | y = COORD(Y(state, i)); |
718 | x2 = y2 = -1; |
719 | } |
720 | |
721 | draw_tile(fe, state, x, y, t, bgcolour); |
722 | if (x2 != -1 || y2 != -1) |
723 | draw_tile(fe, state, x2, y2, t, bgcolour); |
724 | } |
725 | ds->tiles[i] = t0; |
4efb3868 |
726 | } |
727 | |
728 | unclip(fe); |
729 | |
730 | ds->bgcolour = bgcolour; |
fd1a1a2b |
731 | |
732 | /* |
733 | * Update the status bar. |
734 | */ |
735 | { |
736 | char statusbuf[256]; |
737 | |
d108c342 |
738 | /* |
739 | * Don't show the new status until we're also showing the |
740 | * new _state_ - after the game animation is complete. |
741 | */ |
742 | if (oldstate) |
743 | state = oldstate; |
744 | |
fd1a1a2b |
745 | sprintf(statusbuf, "%sMoves: %d", |
746 | (state->completed ? "COMPLETED! " : ""), |
747 | (state->completed ? state->completed : state->movecount)); |
748 | |
749 | status_bar(fe, statusbuf); |
750 | } |
4efb3868 |
751 | } |
752 | |
c822de4a |
753 | float game_anim_length(game_state *oldstate, game_state *newstate, int dir) |
4efb3868 |
754 | { |
755 | return ANIM_TIME; |
756 | } |
757 | |
c822de4a |
758 | float game_flash_length(game_state *oldstate, game_state *newstate, int dir) |
4efb3868 |
759 | { |
760 | if (!oldstate->completed && newstate->completed) |
761 | return 2 * FLASH_FRAME; |
762 | else |
763 | return 0.0F; |
764 | } |
fd1a1a2b |
765 | |
766 | int game_wants_statusbar(void) |
767 | { |
768 | return TRUE; |
769 | } |