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 | |
4efb3868 |
16 | #define TILE_SIZE 48 |
17 | #define BORDER TILE_SIZE /* big border to fill with arrows */ |
18 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
19 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
20 | #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) |
21 | |
8c1fd974 |
22 | #define ANIM_TIME 0.13F |
23 | #define FLASH_FRAME 0.13F |
4efb3868 |
24 | |
25 | #define X(state, i) ( (i) % (state)->w ) |
26 | #define Y(state, i) ( (i) / (state)->w ) |
27 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
28 | |
29 | enum { |
30 | COL_BACKGROUND, |
31 | COL_TEXT, |
32 | COL_HIGHLIGHT, |
33 | COL_LOWLIGHT, |
34 | NCOLOURS |
35 | }; |
36 | |
37 | struct game_params { |
38 | int w, h; |
39 | }; |
40 | |
41 | struct game_state { |
42 | int w, h, n; |
43 | int *tiles; |
44 | int completed; |
2ac6d24e |
45 | int just_used_solve; /* used to suppress undo animation */ |
46 | int used_solve; /* used to suppress completion flash */ |
fd1a1a2b |
47 | int movecount; |
c8230524 |
48 | int last_movement_sense; |
4efb3868 |
49 | }; |
50 | |
be8d5aa1 |
51 | static game_params *default_params(void) |
4efb3868 |
52 | { |
53 | game_params *ret = snew(game_params); |
54 | |
55 | ret->w = ret->h = 4; |
56 | |
57 | return ret; |
58 | } |
59 | |
be8d5aa1 |
60 | static int game_fetch_preset(int i, char **name, game_params **params) |
4efb3868 |
61 | { |
62 | game_params *ret; |
63 | int w, h; |
64 | char buf[80]; |
65 | |
66 | switch (i) { |
67 | case 0: w = 3, h = 3; break; |
68 | case 1: w = 4, h = 3; break; |
69 | case 2: w = 4, h = 4; break; |
70 | case 3: w = 5, h = 4; break; |
71 | case 4: w = 5, h = 5; break; |
72 | default: return FALSE; |
73 | } |
74 | |
75 | sprintf(buf, "%dx%d", w, h); |
76 | *name = dupstr(buf); |
77 | *params = ret = snew(game_params); |
78 | ret->w = w; |
79 | ret->h = h; |
80 | return TRUE; |
81 | } |
82 | |
be8d5aa1 |
83 | static void free_params(game_params *params) |
4efb3868 |
84 | { |
85 | sfree(params); |
86 | } |
87 | |
be8d5aa1 |
88 | static game_params *dup_params(game_params *params) |
4efb3868 |
89 | { |
90 | game_params *ret = snew(game_params); |
91 | *ret = *params; /* structure copy */ |
92 | return ret; |
93 | } |
94 | |
be8d5aa1 |
95 | static game_params *decode_params(char const *string) |
b0e26073 |
96 | { |
97 | game_params *ret = default_params(); |
98 | |
99 | ret->w = ret->h = atoi(string); |
100 | while (*string && isdigit(*string)) string++; |
101 | if (*string == 'x') { |
102 | string++; |
103 | ret->h = atoi(string); |
104 | } |
105 | |
106 | return ret; |
107 | } |
108 | |
be8d5aa1 |
109 | static char *encode_params(game_params *params) |
b0e26073 |
110 | { |
111 | char data[256]; |
112 | |
113 | sprintf(data, "%dx%d", params->w, params->h); |
114 | |
115 | return dupstr(data); |
116 | } |
117 | |
be8d5aa1 |
118 | static config_item *game_configure(game_params *params) |
c8230524 |
119 | { |
120 | config_item *ret; |
121 | char buf[80]; |
122 | |
123 | ret = snewn(3, config_item); |
124 | |
125 | ret[0].name = "Width"; |
95709966 |
126 | ret[0].type = C_STRING; |
c8230524 |
127 | sprintf(buf, "%d", params->w); |
128 | ret[0].sval = dupstr(buf); |
129 | ret[0].ival = 0; |
130 | |
131 | ret[1].name = "Height"; |
95709966 |
132 | ret[1].type = C_STRING; |
c8230524 |
133 | sprintf(buf, "%d", params->h); |
134 | ret[1].sval = dupstr(buf); |
135 | ret[1].ival = 0; |
136 | |
137 | ret[2].name = NULL; |
95709966 |
138 | ret[2].type = C_END; |
c8230524 |
139 | ret[2].sval = NULL; |
140 | ret[2].ival = 0; |
141 | |
142 | return ret; |
143 | } |
144 | |
be8d5aa1 |
145 | static game_params *custom_params(config_item *cfg) |
c8230524 |
146 | { |
147 | game_params *ret = snew(game_params); |
148 | |
149 | ret->w = atoi(cfg[0].sval); |
150 | ret->h = atoi(cfg[1].sval); |
151 | |
152 | return ret; |
153 | } |
154 | |
be8d5aa1 |
155 | static char *validate_params(game_params *params) |
c8230524 |
156 | { |
157 | if (params->w < 2 && params->h < 2) |
158 | return "Width and height must both be at least two"; |
159 | |
160 | return NULL; |
161 | } |
162 | |
be8d5aa1 |
163 | static int perm_parity(int *perm, int n) |
4efb3868 |
164 | { |
165 | int i, j, ret; |
166 | |
167 | ret = 0; |
168 | |
169 | for (i = 0; i < n-1; i++) |
170 | for (j = i+1; j < n; j++) |
171 | if (perm[i] > perm[j]) |
172 | ret = !ret; |
173 | |
174 | return ret; |
175 | } |
176 | |
6f2d8d7c |
177 | static char *new_game_seed(game_params *params, random_state *rs, |
178 | game_aux_info **aux) |
4efb3868 |
179 | { |
180 | int stop, n, i, x; |
181 | int x1, x2, p1, p2; |
182 | int *tiles, *used; |
183 | char *ret; |
184 | int retlen; |
185 | |
186 | n = params->w * params->h; |
187 | |
188 | tiles = snewn(n, int); |
189 | used = snewn(n, int); |
190 | |
191 | for (i = 0; i < n; i++) { |
192 | tiles[i] = -1; |
193 | used[i] = FALSE; |
194 | } |
195 | |
196 | /* |
197 | * If both dimensions are odd, there is a parity constraint. |
198 | */ |
199 | if (params->w & params->h & 1) |
200 | stop = 2; |
201 | else |
202 | stop = 0; |
203 | |
204 | /* |
205 | * Place everything except (possibly) the last two tiles. |
206 | */ |
207 | for (x = 0, i = n; i > stop; i--) { |
48d70ca9 |
208 | int k = i > 1 ? random_upto(rs, i) : 0; |
4efb3868 |
209 | int j; |
210 | |
211 | for (j = 0; j < n; j++) |
212 | if (!used[j] && (k-- == 0)) |
213 | break; |
214 | |
215 | assert(j < n && !used[j]); |
216 | used[j] = TRUE; |
217 | |
218 | while (tiles[x] >= 0) |
219 | x++; |
220 | assert(x < n); |
221 | tiles[x] = j; |
222 | } |
223 | |
224 | if (stop) { |
225 | /* |
226 | * Find the last two locations, and the last two pieces. |
227 | */ |
228 | while (tiles[x] >= 0) |
229 | x++; |
230 | assert(x < n); |
231 | x1 = x; |
232 | x++; |
233 | while (tiles[x] >= 0) |
234 | x++; |
235 | assert(x < n); |
236 | x2 = x; |
237 | |
238 | for (i = 0; i < n; i++) |
239 | if (!used[i]) |
240 | break; |
241 | p1 = i; |
242 | for (i = p1+1; i < n; i++) |
243 | if (!used[i]) |
244 | break; |
245 | p2 = i; |
246 | |
247 | /* |
248 | * Try the last two tiles one way round. If that fails, swap |
249 | * them. |
250 | */ |
251 | tiles[x1] = p1; |
252 | tiles[x2] = p2; |
253 | if (perm_parity(tiles, n) != 0) { |
254 | tiles[x1] = p2; |
255 | tiles[x2] = p1; |
256 | assert(perm_parity(tiles, n) == 0); |
257 | } |
258 | } |
259 | |
260 | /* |
261 | * Now construct the game seed, by describing the tile array as |
262 | * a simple sequence of comma-separated integers. |
263 | */ |
264 | ret = NULL; |
265 | retlen = 0; |
266 | for (i = 0; i < n; i++) { |
267 | char buf[80]; |
268 | int k; |
269 | |
270 | k = sprintf(buf, "%d,", tiles[i]+1); |
271 | |
272 | ret = sresize(ret, retlen + k + 1, char); |
273 | strcpy(ret + retlen, buf); |
274 | retlen += k; |
275 | } |
276 | ret[retlen-1] = '\0'; /* delete last comma */ |
277 | |
278 | sfree(tiles); |
279 | sfree(used); |
280 | |
281 | return ret; |
282 | } |
283 | |
2ac6d24e |
284 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
285 | { |
286 | assert(!"Shouldn't happen"); |
287 | } |
288 | |
5928817c |
289 | |
be8d5aa1 |
290 | static char *validate_seed(game_params *params, char *seed) |
5928817c |
291 | { |
292 | char *p, *err; |
293 | int i, area; |
294 | int *used; |
295 | |
296 | area = params->w * params->h; |
297 | p = seed; |
298 | err = NULL; |
299 | |
300 | used = snewn(area, int); |
301 | for (i = 0; i < area; i++) |
302 | used[i] = FALSE; |
303 | |
304 | for (i = 0; i < area; i++) { |
305 | char *q = p; |
306 | int n; |
307 | |
308 | if (*p < '0' || *p > '9') { |
309 | err = "Not enough numbers in string"; |
310 | goto leave; |
311 | } |
312 | while (*p >= '0' && *p <= '9') |
313 | p++; |
314 | if (i < area-1 && *p != ',') { |
315 | err = "Expected comma after number"; |
316 | goto leave; |
317 | } |
318 | else if (i == area-1 && *p) { |
319 | err = "Excess junk at end of string"; |
320 | goto leave; |
321 | } |
322 | n = atoi(q); |
323 | if (n < 1 || n > area) { |
324 | err = "Number out of range"; |
325 | goto leave; |
326 | } |
327 | if (used[n-1]) { |
328 | err = "Number used twice"; |
329 | goto leave; |
330 | } |
331 | used[n-1] = TRUE; |
332 | |
333 | if (*p) p++; /* eat comma */ |
334 | } |
335 | |
336 | leave: |
337 | sfree(used); |
338 | return err; |
339 | } |
340 | |
be8d5aa1 |
341 | static game_state *new_game(game_params *params, char *seed) |
4efb3868 |
342 | { |
343 | game_state *state = snew(game_state); |
344 | int i; |
345 | char *p; |
346 | |
347 | state->w = params->w; |
348 | state->h = params->h; |
349 | state->n = params->w * params->h; |
350 | state->tiles = snewn(state->n, int); |
351 | |
352 | p = seed; |
353 | i = 0; |
354 | for (i = 0; i < state->n; i++) { |
355 | assert(*p); |
356 | state->tiles[i] = atoi(p); |
357 | while (*p && *p != ',') |
358 | p++; |
359 | if (*p) p++; /* eat comma */ |
360 | } |
361 | assert(!*p); |
362 | |
fd1a1a2b |
363 | state->completed = state->movecount = 0; |
2ac6d24e |
364 | state->used_solve = state->just_used_solve = FALSE; |
c8230524 |
365 | state->last_movement_sense = 0; |
4efb3868 |
366 | |
367 | return state; |
368 | } |
369 | |
be8d5aa1 |
370 | static game_state *dup_game(game_state *state) |
4efb3868 |
371 | { |
372 | game_state *ret = snew(game_state); |
373 | |
374 | ret->w = state->w; |
375 | ret->h = state->h; |
376 | ret->n = state->n; |
377 | ret->tiles = snewn(state->w * state->h, int); |
378 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
379 | ret->completed = state->completed; |
fd1a1a2b |
380 | ret->movecount = state->movecount; |
2ac6d24e |
381 | ret->used_solve = state->used_solve; |
382 | ret->just_used_solve = state->just_used_solve; |
c8230524 |
383 | ret->last_movement_sense = state->last_movement_sense; |
4efb3868 |
384 | |
385 | return ret; |
386 | } |
387 | |
be8d5aa1 |
388 | static void free_game(game_state *state) |
4efb3868 |
389 | { |
390 | sfree(state); |
391 | } |
392 | |
2ac6d24e |
393 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
394 | char **error) |
395 | { |
396 | game_state *ret = dup_game(state); |
397 | int i; |
398 | |
399 | /* |
400 | * Simply replace the grid with a solved one. For this game, |
401 | * this isn't a useful operation for actually telling the user |
402 | * what they should have done, but it is useful for |
403 | * conveniently being able to get hold of a clean state from |
404 | * which to practise manoeuvres. |
405 | */ |
406 | for (i = 0; i < ret->n; i++) |
407 | ret->tiles[i] = i+1; |
408 | ret->used_solve = ret->just_used_solve = TRUE; |
409 | ret->completed = ret->movecount; |
410 | |
411 | return ret; |
412 | } |
413 | |
9b4b03d3 |
414 | static char *game_text_format(game_state *state) |
415 | { |
af52394e |
416 | char *ret, *p, buf[80]; |
417 | int x, y, col, maxlen; |
418 | |
419 | /* |
420 | * First work out how many characters we need to display each |
421 | * number. |
422 | */ |
423 | col = sprintf(buf, "%d", state->n); |
424 | |
425 | /* |
426 | * Now we know the exact total size of the grid we're going to |
427 | * produce: it's got h rows, each containing w lots of col, w-1 |
428 | * spaces and a trailing newline. |
429 | */ |
430 | maxlen = state->h * state->w * (col+1); |
431 | |
48a10826 |
432 | ret = snewn(maxlen+1, char); |
af52394e |
433 | p = ret; |
434 | |
435 | for (y = 0; y < state->h; y++) { |
436 | for (x = 0; x < state->w; x++) { |
437 | int v = state->tiles[state->w*y+x]; |
438 | sprintf(buf, "%*d", col, v); |
439 | memcpy(p, buf, col); |
440 | p += col; |
441 | if (x+1 == state->w) |
442 | *p++ = '\n'; |
443 | else |
444 | *p++ = ' '; |
445 | } |
446 | } |
447 | |
448 | assert(p - ret == maxlen); |
449 | *p = '\0'; |
450 | return ret; |
9b4b03d3 |
451 | } |
452 | |
be8d5aa1 |
453 | static game_ui *new_ui(game_state *state) |
74a4e547 |
454 | { |
455 | return NULL; |
456 | } |
457 | |
be8d5aa1 |
458 | static void free_ui(game_ui *ui) |
74a4e547 |
459 | { |
460 | } |
461 | |
be8d5aa1 |
462 | static game_state *make_move(game_state *from, game_ui *ui, |
463 | int x, int y, int button) |
4efb3868 |
464 | { |
465 | int cx, cy; |
466 | int dx, dy, tx, ty, n; |
467 | game_state *ret; |
468 | |
e91825f8 |
469 | if (button != LEFT_BUTTON && button != RIGHT_BUTTON) |
4efb3868 |
470 | return NULL; |
471 | |
472 | cx = FROMCOORD(x); |
473 | cy = FROMCOORD(y); |
474 | if (cx == -1 && cy >= 0 && cy < from->h) |
475 | n = from->w, dx = +1, dy = 0; |
476 | else if (cx == from->w && cy >= 0 && cy < from->h) |
477 | n = from->w, dx = -1, dy = 0; |
478 | else if (cy == -1 && cx >= 0 && cx < from->w) |
479 | n = from->h, dy = +1, dx = 0; |
480 | else if (cy == from->h && cx >= 0 && cx < from->w) |
481 | n = from->h, dy = -1, dx = 0; |
482 | else |
483 | return NULL; /* invalid click location */ |
484 | |
e91825f8 |
485 | /* reverse direction if right hand button is pressed */ |
486 | if (button == RIGHT_BUTTON) |
487 | { |
488 | dx = -dx; if (dx) cx = from->w - 1 - cx; |
489 | dy = -dy; if (dy) cy = from->h - 1 - cy; |
490 | } |
491 | |
4efb3868 |
492 | ret = dup_game(from); |
2ac6d24e |
493 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
4efb3868 |
494 | |
495 | do { |
496 | cx += dx; |
497 | cy += dy; |
498 | tx = (cx + dx + from->w) % from->w; |
499 | ty = (cy + dy + from->h) % from->h; |
500 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
501 | } while (--n > 0); |
502 | |
fd1a1a2b |
503 | ret->movecount++; |
504 | |
c8230524 |
505 | ret->last_movement_sense = -(dx+dy); |
506 | |
4efb3868 |
507 | /* |
508 | * See if the game has been completed. |
509 | */ |
510 | if (!ret->completed) { |
fd1a1a2b |
511 | ret->completed = ret->movecount; |
4efb3868 |
512 | for (n = 0; n < ret->n; n++) |
513 | if (ret->tiles[n] != n+1) |
514 | ret->completed = FALSE; |
515 | } |
516 | |
517 | return ret; |
518 | } |
519 | |
520 | /* ---------------------------------------------------------------------- |
521 | * Drawing routines. |
522 | */ |
523 | |
524 | struct game_drawstate { |
525 | int started; |
526 | int w, h, bgcolour; |
527 | int *tiles; |
528 | }; |
529 | |
be8d5aa1 |
530 | static void game_size(game_params *params, int *x, int *y) |
4efb3868 |
531 | { |
532 | *x = TILE_SIZE * params->w + 2 * BORDER; |
533 | *y = TILE_SIZE * params->h + 2 * BORDER; |
534 | } |
535 | |
be8d5aa1 |
536 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
4efb3868 |
537 | { |
538 | float *ret = snewn(3 * NCOLOURS, float); |
539 | int i; |
540 | float max; |
541 | |
542 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
543 | |
544 | /* |
545 | * Drop the background colour so that the highlight is |
546 | * noticeably brighter than it while still being under 1. |
547 | */ |
548 | max = ret[COL_BACKGROUND*3]; |
549 | for (i = 1; i < 3; i++) |
550 | if (ret[COL_BACKGROUND*3+i] > max) |
551 | max = ret[COL_BACKGROUND*3+i]; |
552 | if (max * 1.2F > 1.0F) { |
553 | for (i = 0; i < 3; i++) |
554 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
555 | } |
556 | |
557 | for (i = 0; i < 3; i++) { |
558 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
559 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
560 | ret[COL_TEXT * 3 + i] = 0.0; |
561 | } |
562 | |
563 | *ncolours = NCOLOURS; |
564 | return ret; |
565 | } |
566 | |
be8d5aa1 |
567 | static game_drawstate *game_new_drawstate(game_state *state) |
4efb3868 |
568 | { |
569 | struct game_drawstate *ds = snew(struct game_drawstate); |
570 | int i; |
571 | |
572 | ds->started = FALSE; |
573 | ds->w = state->w; |
574 | ds->h = state->h; |
575 | ds->bgcolour = COL_BACKGROUND; |
576 | ds->tiles = snewn(ds->w*ds->h, int); |
577 | for (i = 0; i < ds->w*ds->h; i++) |
578 | ds->tiles[i] = -1; |
579 | |
580 | return ds; |
581 | } |
582 | |
be8d5aa1 |
583 | static void game_free_drawstate(game_drawstate *ds) |
4efb3868 |
584 | { |
585 | sfree(ds->tiles); |
586 | sfree(ds); |
587 | } |
588 | |
589 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
590 | int tile, int flash_colour) |
591 | { |
592 | if (tile == 0) { |
593 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
594 | flash_colour); |
595 | } else { |
596 | int coords[6]; |
597 | char str[40]; |
598 | |
599 | coords[0] = x + TILE_SIZE - 1; |
600 | coords[1] = y + TILE_SIZE - 1; |
601 | coords[2] = x + TILE_SIZE - 1; |
602 | coords[3] = y; |
603 | coords[4] = x; |
604 | coords[5] = y + TILE_SIZE - 1; |
605 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
606 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
607 | |
608 | coords[0] = x; |
609 | coords[1] = y; |
610 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
611 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
612 | |
613 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
614 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
615 | flash_colour); |
616 | |
617 | sprintf(str, "%d", tile); |
618 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
619 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
620 | COL_TEXT, str); |
621 | } |
622 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
623 | } |
624 | |
625 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
626 | { |
627 | int coords[14]; |
628 | int ydy = -xdx, ydx = xdy; |
629 | |
630 | #define POINT(n, xx, yy) ( \ |
631 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
632 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
633 | |
634 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
635 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
636 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
637 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
638 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
639 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
640 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
641 | |
642 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
643 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
644 | } |
645 | |
be8d5aa1 |
646 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
647 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
648 | float animtime, float flashtime) |
4efb3868 |
649 | { |
b443c381 |
650 | int i, bgcolour; |
4efb3868 |
651 | |
652 | if (flashtime > 0) { |
653 | int frame = (int)(flashtime / FLASH_FRAME); |
654 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
655 | } else |
656 | bgcolour = COL_BACKGROUND; |
657 | |
658 | if (!ds->started) { |
659 | int coords[6]; |
660 | |
661 | draw_rect(fe, 0, 0, |
662 | TILE_SIZE * state->w + 2 * BORDER, |
663 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
664 | draw_update(fe, 0, 0, |
665 | TILE_SIZE * state->w + 2 * BORDER, |
666 | TILE_SIZE * state->h + 2 * BORDER); |
667 | |
668 | /* |
669 | * Recessed area containing the whole puzzle. |
670 | */ |
671 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
672 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
673 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
674 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
675 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
676 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
677 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
678 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
679 | |
680 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
681 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
682 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
683 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
684 | |
685 | /* |
686 | * Arrows for making moves. |
687 | */ |
688 | for (i = 0; i < state->w; i++) { |
689 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
690 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
691 | } |
692 | for (i = 0; i < state->h; i++) { |
693 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
694 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
695 | } |
696 | |
697 | ds->started = TRUE; |
698 | } |
699 | |
700 | /* |
b443c381 |
701 | * Now draw each tile. |
4efb3868 |
702 | */ |
703 | |
704 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
705 | |
b443c381 |
706 | for (i = 0; i < state->n; i++) { |
707 | int t, t0; |
708 | /* |
709 | * Figure out what should be displayed at this |
710 | * location. It's either a simple tile, or it's a |
711 | * transition between two tiles (in which case we say |
712 | * -1 because it must always be drawn). |
713 | */ |
714 | |
715 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
716 | t = -1; |
717 | else |
718 | t = state->tiles[i]; |
719 | |
720 | t0 = t; |
721 | |
722 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
723 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
724 | int x, y, x2, y2; |
725 | |
726 | /* |
727 | * Figure out what to _actually_ draw, and where to |
728 | * draw it. |
729 | */ |
730 | if (t == -1) { |
731 | int x0, y0, x1, y1, dx, dy; |
732 | int j; |
733 | float c; |
734 | int sense; |
735 | |
5b5c6b12 |
736 | if (dir < 0) { |
737 | assert(oldstate); |
b443c381 |
738 | sense = -oldstate->last_movement_sense; |
5b5c6b12 |
739 | } else { |
b443c381 |
740 | sense = state->last_movement_sense; |
5b5c6b12 |
741 | } |
b443c381 |
742 | |
743 | t = state->tiles[i]; |
744 | |
745 | /* |
746 | * FIXME: must be prepared to draw a double |
747 | * tile in some situations. |
748 | */ |
749 | |
750 | /* |
751 | * Find the coordinates of this tile in the old and |
752 | * new states. |
753 | */ |
754 | x1 = COORD(X(state, i)); |
755 | y1 = COORD(Y(state, i)); |
756 | for (j = 0; j < oldstate->n; j++) |
757 | if (oldstate->tiles[j] == state->tiles[i]) |
758 | break; |
759 | assert(j < oldstate->n); |
760 | x0 = COORD(X(state, j)); |
761 | y0 = COORD(Y(state, j)); |
762 | |
763 | dx = (x1 - x0); |
764 | if (dx != 0 && |
765 | dx != TILE_SIZE * sense) { |
766 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
767 | dx - TILE_SIZE * state->w); |
768 | assert(abs(dx) == TILE_SIZE); |
769 | } |
770 | dy = (y1 - y0); |
771 | if (dy != 0 && |
772 | dy != TILE_SIZE * sense) { |
773 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
774 | dy - TILE_SIZE * state->h); |
775 | assert(abs(dy) == TILE_SIZE); |
776 | } |
777 | |
778 | c = (animtime / ANIM_TIME); |
779 | if (c < 0.0F) c = 0.0F; |
780 | if (c > 1.0F) c = 1.0F; |
781 | |
782 | x = x0 + (int)(c * dx); |
783 | y = y0 + (int)(c * dy); |
784 | x2 = x1 - dx + (int)(c * dx); |
785 | y2 = y1 - dy + (int)(c * dy); |
786 | } else { |
787 | x = COORD(X(state, i)); |
788 | y = COORD(Y(state, i)); |
789 | x2 = y2 = -1; |
790 | } |
791 | |
792 | draw_tile(fe, state, x, y, t, bgcolour); |
793 | if (x2 != -1 || y2 != -1) |
794 | draw_tile(fe, state, x2, y2, t, bgcolour); |
795 | } |
796 | ds->tiles[i] = t0; |
4efb3868 |
797 | } |
798 | |
799 | unclip(fe); |
800 | |
801 | ds->bgcolour = bgcolour; |
fd1a1a2b |
802 | |
803 | /* |
804 | * Update the status bar. |
805 | */ |
806 | { |
807 | char statusbuf[256]; |
808 | |
d108c342 |
809 | /* |
810 | * Don't show the new status until we're also showing the |
811 | * new _state_ - after the game animation is complete. |
812 | */ |
813 | if (oldstate) |
814 | state = oldstate; |
815 | |
2ac6d24e |
816 | if (state->used_solve) |
817 | sprintf(statusbuf, "Moves since auto-solve: %d", |
818 | state->movecount - state->completed); |
819 | else |
820 | sprintf(statusbuf, "%sMoves: %d", |
821 | (state->completed ? "COMPLETED! " : ""), |
822 | (state->completed ? state->completed : state->movecount)); |
fd1a1a2b |
823 | |
824 | status_bar(fe, statusbuf); |
825 | } |
4efb3868 |
826 | } |
827 | |
be8d5aa1 |
828 | static float game_anim_length(game_state *oldstate, |
829 | game_state *newstate, int dir) |
4efb3868 |
830 | { |
2ac6d24e |
831 | if ((dir > 0 && newstate->just_used_solve) || |
832 | (dir < 0 && oldstate->just_used_solve)) |
833 | return 0.0F; |
834 | else |
835 | return ANIM_TIME; |
4efb3868 |
836 | } |
837 | |
be8d5aa1 |
838 | static float game_flash_length(game_state *oldstate, |
839 | game_state *newstate, int dir) |
4efb3868 |
840 | { |
2ac6d24e |
841 | if (!oldstate->completed && newstate->completed && |
842 | !oldstate->used_solve && !newstate->used_solve) |
4efb3868 |
843 | return 2 * FLASH_FRAME; |
844 | else |
845 | return 0.0F; |
846 | } |
fd1a1a2b |
847 | |
be8d5aa1 |
848 | static int game_wants_statusbar(void) |
fd1a1a2b |
849 | { |
850 | return TRUE; |
851 | } |
be8d5aa1 |
852 | |
19ef4855 |
853 | #ifdef COMBINED |
854 | #define thegame sixteen |
855 | #endif |
856 | |
be8d5aa1 |
857 | const struct game thegame = { |
1d228b10 |
858 | "Sixteen", "games.sixteen", |
be8d5aa1 |
859 | default_params, |
860 | game_fetch_preset, |
861 | decode_params, |
862 | encode_params, |
863 | free_params, |
864 | dup_params, |
1d228b10 |
865 | TRUE, game_configure, custom_params, |
be8d5aa1 |
866 | validate_params, |
867 | new_game_seed, |
6f2d8d7c |
868 | game_free_aux_info, |
be8d5aa1 |
869 | validate_seed, |
870 | new_game, |
871 | dup_game, |
872 | free_game, |
2ac6d24e |
873 | TRUE, solve_game, |
af52394e |
874 | TRUE, game_text_format, |
be8d5aa1 |
875 | new_ui, |
876 | free_ui, |
877 | make_move, |
878 | game_size, |
879 | game_colours, |
880 | game_new_drawstate, |
881 | game_free_drawstate, |
882 | game_redraw, |
883 | game_anim_length, |
884 | game_flash_length, |
885 | game_wants_statusbar, |
886 | }; |