4efb3868 |
1 | /* |
2 | * fifteen.c: standard 15-puzzle. |
3 | */ |
4 | |
5 | #include <stdio.h> |
6 | #include <stdlib.h> |
7 | #include <string.h> |
8 | #include <assert.h> |
b0e26073 |
9 | #include <ctype.h> |
4efb3868 |
10 | #include <math.h> |
11 | |
12 | #include "puzzles.h" |
13 | |
14 | const char *const game_name = "Fifteen"; |
e91825f8 |
15 | const char *const game_winhelp_topic = "games.fifteen"; |
c8230524 |
16 | const int game_can_configure = TRUE; |
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17 | |
18 | #define TILE_SIZE 48 |
19 | #define BORDER (TILE_SIZE / 2) |
20 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
21 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
22 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
23 | |
8c1fd974 |
24 | #define ANIM_TIME 0.13F |
25 | #define FLASH_FRAME 0.13F |
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26 | |
27 | #define X(state, i) ( (i) % (state)->w ) |
28 | #define Y(state, i) ( (i) / (state)->w ) |
29 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
30 | |
31 | enum { |
32 | COL_BACKGROUND, |
33 | COL_TEXT, |
34 | COL_HIGHLIGHT, |
35 | COL_LOWLIGHT, |
36 | NCOLOURS |
37 | }; |
38 | |
39 | struct game_params { |
40 | int w, h; |
41 | }; |
42 | |
43 | struct game_state { |
44 | int w, h, n; |
45 | int *tiles; |
46 | int gap_pos; |
47 | int completed; |
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48 | int movecount; |
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49 | }; |
50 | |
51 | game_params *default_params(void) |
52 | { |
53 | game_params *ret = snew(game_params); |
54 | |
55 | ret->w = ret->h = 4; |
56 | |
57 | return ret; |
58 | } |
59 | |
60 | int game_fetch_preset(int i, char **name, game_params **params) |
61 | { |
62 | return FALSE; |
63 | } |
64 | |
65 | void free_params(game_params *params) |
66 | { |
67 | sfree(params); |
68 | } |
69 | |
70 | game_params *dup_params(game_params *params) |
71 | { |
72 | game_params *ret = snew(game_params); |
73 | *ret = *params; /* structure copy */ |
74 | return ret; |
75 | } |
76 | |
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77 | game_params *decode_params(char const *string) |
78 | { |
79 | game_params *ret = default_params(); |
80 | |
81 | ret->w = ret->h = atoi(string); |
82 | while (*string && isdigit(*string)) string++; |
83 | if (*string == 'x') { |
84 | string++; |
85 | ret->h = atoi(string); |
86 | } |
87 | |
88 | return ret; |
89 | } |
90 | |
91 | char *encode_params(game_params *params) |
92 | { |
93 | char data[256]; |
94 | |
95 | sprintf(data, "%dx%d", params->w, params->h); |
96 | |
97 | return dupstr(data); |
98 | } |
99 | |
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100 | config_item *game_configure(game_params *params) |
101 | { |
102 | config_item *ret; |
103 | char buf[80]; |
104 | |
105 | ret = snewn(3, config_item); |
106 | |
107 | ret[0].name = "Width"; |
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108 | ret[0].type = C_STRING; |
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109 | sprintf(buf, "%d", params->w); |
110 | ret[0].sval = dupstr(buf); |
111 | ret[0].ival = 0; |
112 | |
113 | ret[1].name = "Height"; |
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114 | ret[1].type = C_STRING; |
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115 | sprintf(buf, "%d", params->h); |
116 | ret[1].sval = dupstr(buf); |
117 | ret[1].ival = 0; |
118 | |
119 | ret[2].name = NULL; |
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120 | ret[2].type = C_END; |
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121 | ret[2].sval = NULL; |
122 | ret[2].ival = 0; |
123 | |
124 | return ret; |
125 | } |
126 | |
127 | game_params *custom_params(config_item *cfg) |
128 | { |
129 | game_params *ret = snew(game_params); |
130 | |
131 | ret->w = atoi(cfg[0].sval); |
132 | ret->h = atoi(cfg[1].sval); |
133 | |
134 | return ret; |
135 | } |
136 | |
137 | char *validate_params(game_params *params) |
138 | { |
139 | if (params->w < 2 && params->h < 2) |
140 | return "Width and height must both be at least two"; |
141 | |
142 | return NULL; |
143 | } |
144 | |
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145 | int perm_parity(int *perm, int n) |
146 | { |
147 | int i, j, ret; |
148 | |
149 | ret = 0; |
150 | |
151 | for (i = 0; i < n-1; i++) |
152 | for (j = i+1; j < n; j++) |
153 | if (perm[i] > perm[j]) |
154 | ret = !ret; |
155 | |
156 | return ret; |
157 | } |
158 | |
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159 | char *new_game_seed(game_params *params, random_state *rs) |
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160 | { |
161 | int gap, n, i, x; |
162 | int x1, x2, p1, p2, parity; |
163 | int *tiles, *used; |
164 | char *ret; |
165 | int retlen; |
166 | |
167 | n = params->w * params->h; |
168 | |
169 | tiles = snewn(n, int); |
170 | used = snewn(n, int); |
171 | |
172 | for (i = 0; i < n; i++) { |
173 | tiles[i] = -1; |
174 | used[i] = FALSE; |
175 | } |
176 | |
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177 | gap = random_upto(rs, n); |
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178 | tiles[gap] = 0; |
179 | used[0] = TRUE; |
180 | |
181 | /* |
182 | * Place everything else except the last two tiles. |
183 | */ |
184 | for (x = 0, i = n-1; i > 2; i--) { |
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185 | int k = random_upto(rs, i); |
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186 | int j; |
187 | |
188 | for (j = 0; j < n; j++) |
189 | if (!used[j] && (k-- == 0)) |
190 | break; |
191 | |
192 | assert(j < n && !used[j]); |
193 | used[j] = TRUE; |
194 | |
195 | while (tiles[x] >= 0) |
196 | x++; |
197 | assert(x < n); |
198 | tiles[x] = j; |
199 | } |
200 | |
201 | /* |
202 | * Find the last two locations, and the last two pieces. |
203 | */ |
204 | while (tiles[x] >= 0) |
205 | x++; |
206 | assert(x < n); |
207 | x1 = x; |
208 | x++; |
209 | while (tiles[x] >= 0) |
210 | x++; |
211 | assert(x < n); |
212 | x2 = x; |
213 | |
214 | for (i = 0; i < n; i++) |
215 | if (!used[i]) |
216 | break; |
217 | p1 = i; |
218 | for (i = p1+1; i < n; i++) |
219 | if (!used[i]) |
220 | break; |
221 | p2 = i; |
222 | |
223 | /* |
224 | * Determine the required parity of the overall permutation. |
225 | * This is the XOR of: |
226 | * |
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227 | * - The chessboard parity ((x^y)&1) of the gap square. The |
228 | * bottom right counts as even. |
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229 | * |
230 | * - The parity of n. (The target permutation is 1,...,n-1,0 |
231 | * rather than 0,...,n-1; this is a cyclic permutation of |
232 | * the starting point and hence is odd iff n is even.) |
233 | */ |
d3a026ed |
234 | parity = ((X(params, gap) - (params->w-1)) ^ |
235 | (Y(params, gap) - (params->h-1)) ^ |
236 | (n+1)) & 1; |
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237 | |
238 | /* |
239 | * Try the last two tiles one way round. If that fails, swap |
240 | * them. |
241 | */ |
242 | tiles[x1] = p1; |
243 | tiles[x2] = p2; |
244 | if (perm_parity(tiles, n) != parity) { |
245 | tiles[x1] = p2; |
246 | tiles[x2] = p1; |
247 | assert(perm_parity(tiles, n) == parity); |
248 | } |
249 | |
250 | /* |
251 | * Now construct the game seed, by describing the tile array as |
252 | * a simple sequence of comma-separated integers. |
253 | */ |
254 | ret = NULL; |
255 | retlen = 0; |
256 | for (i = 0; i < n; i++) { |
257 | char buf[80]; |
258 | int k; |
259 | |
260 | k = sprintf(buf, "%d,", tiles[i]); |
261 | |
262 | ret = sresize(ret, retlen + k + 1, char); |
263 | strcpy(ret + retlen, buf); |
264 | retlen += k; |
265 | } |
266 | ret[retlen-1] = '\0'; /* delete last comma */ |
267 | |
268 | sfree(tiles); |
269 | sfree(used); |
270 | |
271 | return ret; |
272 | } |
273 | |
5928817c |
274 | char *validate_seed(game_params *params, char *seed) |
275 | { |
276 | char *p, *err; |
277 | int i, area; |
278 | int *used; |
279 | |
280 | area = params->w * params->h; |
281 | p = seed; |
282 | err = NULL; |
283 | |
284 | used = snewn(area, int); |
285 | for (i = 0; i < area; i++) |
286 | used[i] = FALSE; |
287 | |
288 | for (i = 0; i < area; i++) { |
289 | char *q = p; |
290 | int n; |
291 | |
292 | if (*p < '0' || *p > '9') { |
293 | err = "Not enough numbers in string"; |
294 | goto leave; |
295 | } |
296 | while (*p >= '0' && *p <= '9') |
297 | p++; |
298 | if (i < area-1 && *p != ',') { |
299 | err = "Expected comma after number"; |
300 | goto leave; |
301 | } |
302 | else if (i == area-1 && *p) { |
303 | err = "Excess junk at end of string"; |
304 | goto leave; |
305 | } |
306 | n = atoi(q); |
307 | if (n < 0 || n >= area) { |
308 | err = "Number out of range"; |
309 | goto leave; |
310 | } |
311 | if (used[n]) { |
312 | err = "Number used twice"; |
313 | goto leave; |
314 | } |
315 | used[n] = TRUE; |
316 | |
317 | if (*p) p++; /* eat comma */ |
318 | } |
319 | |
320 | leave: |
321 | sfree(used); |
322 | return err; |
323 | } |
324 | |
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325 | game_state *new_game(game_params *params, char *seed) |
326 | { |
327 | game_state *state = snew(game_state); |
328 | int i; |
329 | char *p; |
330 | |
331 | state->w = params->w; |
332 | state->h = params->h; |
333 | state->n = params->w * params->h; |
334 | state->tiles = snewn(state->n, int); |
335 | |
336 | state->gap_pos = 0; |
337 | p = seed; |
338 | i = 0; |
339 | for (i = 0; i < state->n; i++) { |
340 | assert(*p); |
341 | state->tiles[i] = atoi(p); |
342 | if (state->tiles[i] == 0) |
343 | state->gap_pos = i; |
344 | while (*p && *p != ',') |
345 | p++; |
346 | if (*p) p++; /* eat comma */ |
347 | } |
348 | assert(!*p); |
349 | assert(state->tiles[state->gap_pos] == 0); |
350 | |
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351 | state->completed = state->movecount = 0; |
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352 | |
353 | return state; |
354 | } |
355 | |
356 | game_state *dup_game(game_state *state) |
357 | { |
358 | game_state *ret = snew(game_state); |
359 | |
360 | ret->w = state->w; |
361 | ret->h = state->h; |
362 | ret->n = state->n; |
363 | ret->tiles = snewn(state->w * state->h, int); |
364 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
365 | ret->gap_pos = state->gap_pos; |
366 | ret->completed = state->completed; |
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367 | ret->movecount = state->movecount; |
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368 | |
369 | return ret; |
370 | } |
371 | |
372 | void free_game(game_state *state) |
373 | { |
374 | sfree(state); |
375 | } |
376 | |
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377 | game_ui *new_ui(game_state *state) |
378 | { |
379 | return NULL; |
380 | } |
381 | |
382 | void free_ui(game_ui *ui) |
383 | { |
384 | } |
385 | |
386 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
4efb3868 |
387 | { |
388 | int gx, gy, dx, dy, ux, uy, up, p; |
389 | game_state *ret; |
390 | |
391 | gx = X(from, from->gap_pos); |
392 | gy = Y(from, from->gap_pos); |
393 | |
394 | if (button == CURSOR_RIGHT && gx > 0) |
395 | dx = gx - 1, dy = gy; |
396 | else if (button == CURSOR_LEFT && gx < from->w-1) |
397 | dx = gx + 1, dy = gy; |
398 | else if (button == CURSOR_DOWN && gy > 0) |
399 | dy = gy - 1, dx = gx; |
400 | else if (button == CURSOR_UP && gy < from->h-1) |
401 | dy = gy + 1, dx = gx; |
402 | else if (button == LEFT_BUTTON) { |
403 | dx = FROMCOORD(x); |
404 | dy = FROMCOORD(y); |
405 | if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) |
406 | return NULL; /* out of bounds */ |
407 | /* |
408 | * Any click location should be equal to the gap location |
409 | * in _precisely_ one coordinate. |
410 | */ |
411 | if ((dx == gx && dy == gy) || (dx != gx && dy != gy)) |
412 | return NULL; |
413 | } else |
414 | return NULL; /* no move */ |
415 | |
416 | /* |
417 | * Find the unit displacement from the original gap |
418 | * position towards this one. |
419 | */ |
420 | ux = (dx < gx ? -1 : dx > gx ? +1 : 0); |
421 | uy = (dy < gy ? -1 : dy > gy ? +1 : 0); |
422 | up = C(from, ux, uy); |
423 | |
424 | ret = dup_game(from); |
425 | |
426 | ret->gap_pos = C(from, dx, dy); |
427 | assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n); |
428 | |
429 | ret->tiles[ret->gap_pos] = 0; |
430 | |
431 | for (p = from->gap_pos; p != ret->gap_pos; p += up) { |
432 | assert(p >= 0 && p < from->n); |
433 | ret->tiles[p] = from->tiles[p + up]; |
fd1a1a2b |
434 | ret->movecount++; |
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435 | } |
436 | |
437 | /* |
438 | * See if the game has been completed. |
439 | */ |
440 | if (!ret->completed) { |
fd1a1a2b |
441 | ret->completed = ret->movecount; |
4efb3868 |
442 | for (p = 0; p < ret->n; p++) |
443 | if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0)) |
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444 | ret->completed = 0; |
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445 | } |
446 | |
447 | return ret; |
448 | } |
449 | |
450 | /* ---------------------------------------------------------------------- |
451 | * Drawing routines. |
452 | */ |
453 | |
454 | struct game_drawstate { |
455 | int started; |
456 | int w, h, bgcolour; |
457 | int *tiles; |
458 | }; |
459 | |
460 | void game_size(game_params *params, int *x, int *y) |
461 | { |
462 | *x = TILE_SIZE * params->w + 2 * BORDER; |
463 | *y = TILE_SIZE * params->h + 2 * BORDER; |
464 | } |
465 | |
466 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
467 | { |
468 | float *ret = snewn(3 * NCOLOURS, float); |
469 | int i; |
470 | float max; |
471 | |
472 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
473 | |
474 | /* |
475 | * Drop the background colour so that the highlight is |
476 | * noticeably brighter than it while still being under 1. |
477 | */ |
478 | max = ret[COL_BACKGROUND*3]; |
479 | for (i = 1; i < 3; i++) |
480 | if (ret[COL_BACKGROUND*3+i] > max) |
481 | max = ret[COL_BACKGROUND*3+i]; |
482 | if (max * 1.2F > 1.0F) { |
483 | for (i = 0; i < 3; i++) |
484 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
485 | } |
486 | |
487 | for (i = 0; i < 3; i++) { |
488 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
489 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
490 | ret[COL_TEXT * 3 + i] = 0.0; |
491 | } |
492 | |
493 | *ncolours = NCOLOURS; |
494 | return ret; |
495 | } |
496 | |
497 | game_drawstate *game_new_drawstate(game_state *state) |
498 | { |
499 | struct game_drawstate *ds = snew(struct game_drawstate); |
500 | int i; |
501 | |
502 | ds->started = FALSE; |
503 | ds->w = state->w; |
504 | ds->h = state->h; |
505 | ds->bgcolour = COL_BACKGROUND; |
506 | ds->tiles = snewn(ds->w*ds->h, int); |
507 | for (i = 0; i < ds->w*ds->h; i++) |
508 | ds->tiles[i] = -1; |
509 | |
510 | return ds; |
511 | } |
512 | |
513 | void game_free_drawstate(game_drawstate *ds) |
514 | { |
515 | sfree(ds->tiles); |
516 | sfree(ds); |
517 | } |
518 | |
519 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
520 | int tile, int flash_colour) |
521 | { |
522 | if (tile == 0) { |
523 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
524 | flash_colour); |
525 | } else { |
526 | int coords[6]; |
527 | char str[40]; |
528 | |
529 | coords[0] = x + TILE_SIZE - 1; |
530 | coords[1] = y + TILE_SIZE - 1; |
531 | coords[2] = x + TILE_SIZE - 1; |
532 | coords[3] = y; |
533 | coords[4] = x; |
534 | coords[5] = y + TILE_SIZE - 1; |
535 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
536 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
537 | |
538 | coords[0] = x; |
539 | coords[1] = y; |
540 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
541 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
542 | |
543 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
544 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
545 | flash_colour); |
546 | |
547 | sprintf(str, "%d", tile); |
548 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
549 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
550 | COL_TEXT, str); |
551 | } |
552 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
553 | } |
554 | |
555 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
556 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
557 | float animtime, float flashtime) |
4efb3868 |
558 | { |
559 | int i, pass, bgcolour; |
560 | |
561 | if (flashtime > 0) { |
562 | int frame = (int)(flashtime / FLASH_FRAME); |
563 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
564 | } else |
565 | bgcolour = COL_BACKGROUND; |
566 | |
567 | if (!ds->started) { |
568 | int coords[6]; |
569 | |
570 | draw_rect(fe, 0, 0, |
571 | TILE_SIZE * state->w + 2 * BORDER, |
572 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
573 | draw_update(fe, 0, 0, |
574 | TILE_SIZE * state->w + 2 * BORDER, |
575 | TILE_SIZE * state->h + 2 * BORDER); |
576 | |
577 | /* |
578 | * Recessed area containing the whole puzzle. |
579 | */ |
580 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
581 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
582 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
583 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
584 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
585 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
586 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
587 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
588 | |
589 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
590 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
591 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
592 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
593 | |
594 | ds->started = TRUE; |
595 | } |
596 | |
597 | /* |
598 | * Now draw each tile. We do this in two passes to make |
599 | * animation easy. |
600 | */ |
601 | for (pass = 0; pass < 2; pass++) { |
602 | for (i = 0; i < state->n; i++) { |
603 | int t, t0; |
604 | /* |
605 | * Figure out what should be displayed at this |
606 | * location. It's either a simple tile, or it's a |
607 | * transition between two tiles (in which case we say |
608 | * -1 because it must always be drawn). |
609 | */ |
610 | |
611 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
612 | t = -1; |
613 | else |
614 | t = state->tiles[i]; |
615 | |
616 | t0 = t; |
617 | |
618 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
619 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
620 | int x, y; |
621 | |
622 | /* |
623 | * Figure out what to _actually_ draw, and where to |
624 | * draw it. |
625 | */ |
626 | if (t == -1) { |
627 | int x0, y0, x1, y1; |
628 | int j; |
629 | |
630 | /* |
631 | * On the first pass, just blank the tile. |
632 | */ |
633 | if (pass == 0) { |
634 | x = COORD(X(state, i)); |
635 | y = COORD(Y(state, i)); |
636 | t = 0; |
637 | } else { |
638 | float c; |
639 | |
640 | t = state->tiles[i]; |
641 | |
642 | /* |
643 | * Don't bother moving the gap; just don't |
644 | * draw it. |
645 | */ |
646 | if (t == 0) |
647 | continue; |
648 | |
649 | /* |
650 | * Find the coordinates of this tile in the old and |
651 | * new states. |
652 | */ |
653 | x1 = COORD(X(state, i)); |
654 | y1 = COORD(Y(state, i)); |
655 | for (j = 0; j < oldstate->n; j++) |
656 | if (oldstate->tiles[j] == state->tiles[i]) |
657 | break; |
658 | assert(j < oldstate->n); |
659 | x0 = COORD(X(state, j)); |
660 | y0 = COORD(Y(state, j)); |
661 | |
662 | c = (animtime / ANIM_TIME); |
663 | if (c < 0.0F) c = 0.0F; |
664 | if (c > 1.0F) c = 1.0F; |
665 | |
666 | x = x0 + (int)(c * (x1 - x0)); |
667 | y = y0 + (int)(c * (y1 - y0)); |
668 | } |
669 | |
670 | } else { |
671 | if (pass == 0) |
672 | continue; |
673 | x = COORD(X(state, i)); |
674 | y = COORD(Y(state, i)); |
675 | } |
676 | |
677 | draw_tile(fe, state, x, y, t, bgcolour); |
678 | } |
679 | ds->tiles[i] = t0; |
680 | } |
681 | } |
682 | ds->bgcolour = bgcolour; |
fd1a1a2b |
683 | |
684 | /* |
685 | * Update the status bar. |
686 | */ |
687 | { |
688 | char statusbuf[256]; |
689 | |
d108c342 |
690 | /* |
691 | * Don't show the new status until we're also showing the |
692 | * new _state_ - after the game animation is complete. |
693 | */ |
694 | if (oldstate) |
695 | state = oldstate; |
696 | |
fd1a1a2b |
697 | sprintf(statusbuf, "%sMoves: %d", |
698 | (state->completed ? "COMPLETED! " : ""), |
699 | (state->completed ? state->completed : state->movecount)); |
700 | |
701 | status_bar(fe, statusbuf); |
702 | } |
4efb3868 |
703 | } |
704 | |
c822de4a |
705 | float game_anim_length(game_state *oldstate, game_state *newstate, int dir) |
4efb3868 |
706 | { |
707 | return ANIM_TIME; |
708 | } |
709 | |
c822de4a |
710 | float game_flash_length(game_state *oldstate, game_state *newstate, int dir) |
4efb3868 |
711 | { |
712 | if (!oldstate->completed && newstate->completed) |
713 | return 2 * FLASH_FRAME; |
714 | else |
715 | return 0.0F; |
716 | } |
fd1a1a2b |
717 | |
718 | int game_wants_statusbar(void) |
719 | { |
720 | return TRUE; |
721 | } |