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> |
9 | #include <math.h> |
10 | |
11 | #include "puzzles.h" |
12 | |
13 | const char *const game_name = "Fifteen"; |
c8230524 |
14 | const int game_can_configure = TRUE; |
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15 | |
16 | #define TILE_SIZE 48 |
17 | #define BORDER (TILE_SIZE / 2) |
18 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
19 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
20 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
21 | |
8c1fd974 |
22 | #define ANIM_TIME 0.13F |
23 | #define FLASH_FRAME 0.13F |
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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 gap_pos; |
45 | int completed; |
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46 | int movecount; |
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47 | }; |
48 | |
49 | game_params *default_params(void) |
50 | { |
51 | game_params *ret = snew(game_params); |
52 | |
53 | ret->w = ret->h = 4; |
54 | |
55 | return ret; |
56 | } |
57 | |
58 | int game_fetch_preset(int i, char **name, game_params **params) |
59 | { |
60 | return FALSE; |
61 | } |
62 | |
63 | void free_params(game_params *params) |
64 | { |
65 | sfree(params); |
66 | } |
67 | |
68 | game_params *dup_params(game_params *params) |
69 | { |
70 | game_params *ret = snew(game_params); |
71 | *ret = *params; /* structure copy */ |
72 | return ret; |
73 | } |
74 | |
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75 | config_item *game_configure(game_params *params) |
76 | { |
77 | config_item *ret; |
78 | char buf[80]; |
79 | |
80 | ret = snewn(3, config_item); |
81 | |
82 | ret[0].name = "Width"; |
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83 | ret[0].type = C_STRING; |
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84 | sprintf(buf, "%d", params->w); |
85 | ret[0].sval = dupstr(buf); |
86 | ret[0].ival = 0; |
87 | |
88 | ret[1].name = "Height"; |
95709966 |
89 | ret[1].type = C_STRING; |
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90 | sprintf(buf, "%d", params->h); |
91 | ret[1].sval = dupstr(buf); |
92 | ret[1].ival = 0; |
93 | |
94 | ret[2].name = NULL; |
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95 | ret[2].type = C_END; |
c8230524 |
96 | ret[2].sval = NULL; |
97 | ret[2].ival = 0; |
98 | |
99 | return ret; |
100 | } |
101 | |
102 | game_params *custom_params(config_item *cfg) |
103 | { |
104 | game_params *ret = snew(game_params); |
105 | |
106 | ret->w = atoi(cfg[0].sval); |
107 | ret->h = atoi(cfg[1].sval); |
108 | |
109 | return ret; |
110 | } |
111 | |
112 | char *validate_params(game_params *params) |
113 | { |
114 | if (params->w < 2 && params->h < 2) |
115 | return "Width and height must both be at least two"; |
116 | |
117 | return NULL; |
118 | } |
119 | |
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120 | int perm_parity(int *perm, int n) |
121 | { |
122 | int i, j, ret; |
123 | |
124 | ret = 0; |
125 | |
126 | for (i = 0; i < n-1; i++) |
127 | for (j = i+1; j < n; j++) |
128 | if (perm[i] > perm[j]) |
129 | ret = !ret; |
130 | |
131 | return ret; |
132 | } |
133 | |
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134 | char *new_game_seed(game_params *params, random_state *rs) |
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135 | { |
136 | int gap, n, i, x; |
137 | int x1, x2, p1, p2, parity; |
138 | int *tiles, *used; |
139 | char *ret; |
140 | int retlen; |
141 | |
142 | n = params->w * params->h; |
143 | |
144 | tiles = snewn(n, int); |
145 | used = snewn(n, int); |
146 | |
147 | for (i = 0; i < n; i++) { |
148 | tiles[i] = -1; |
149 | used[i] = FALSE; |
150 | } |
151 | |
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152 | gap = random_upto(rs, n); |
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153 | tiles[gap] = 0; |
154 | used[0] = TRUE; |
155 | |
156 | /* |
157 | * Place everything else except the last two tiles. |
158 | */ |
159 | for (x = 0, i = n-1; i > 2; i--) { |
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160 | int k = random_upto(rs, i); |
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161 | int j; |
162 | |
163 | for (j = 0; j < n; j++) |
164 | if (!used[j] && (k-- == 0)) |
165 | break; |
166 | |
167 | assert(j < n && !used[j]); |
168 | used[j] = TRUE; |
169 | |
170 | while (tiles[x] >= 0) |
171 | x++; |
172 | assert(x < n); |
173 | tiles[x] = j; |
174 | } |
175 | |
176 | /* |
177 | * Find the last two locations, and the last two pieces. |
178 | */ |
179 | while (tiles[x] >= 0) |
180 | x++; |
181 | assert(x < n); |
182 | x1 = x; |
183 | x++; |
184 | while (tiles[x] >= 0) |
185 | x++; |
186 | assert(x < n); |
187 | x2 = x; |
188 | |
189 | for (i = 0; i < n; i++) |
190 | if (!used[i]) |
191 | break; |
192 | p1 = i; |
193 | for (i = p1+1; i < n; i++) |
194 | if (!used[i]) |
195 | break; |
196 | p2 = i; |
197 | |
198 | /* |
199 | * Determine the required parity of the overall permutation. |
200 | * This is the XOR of: |
201 | * |
d3a026ed |
202 | * - The chessboard parity ((x^y)&1) of the gap square. The |
203 | * bottom right counts as even. |
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204 | * |
205 | * - The parity of n. (The target permutation is 1,...,n-1,0 |
206 | * rather than 0,...,n-1; this is a cyclic permutation of |
207 | * the starting point and hence is odd iff n is even.) |
208 | */ |
d3a026ed |
209 | parity = ((X(params, gap) - (params->w-1)) ^ |
210 | (Y(params, gap) - (params->h-1)) ^ |
211 | (n+1)) & 1; |
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212 | |
213 | /* |
214 | * Try the last two tiles one way round. If that fails, swap |
215 | * them. |
216 | */ |
217 | tiles[x1] = p1; |
218 | tiles[x2] = p2; |
219 | if (perm_parity(tiles, n) != parity) { |
220 | tiles[x1] = p2; |
221 | tiles[x2] = p1; |
222 | assert(perm_parity(tiles, n) == parity); |
223 | } |
224 | |
225 | /* |
226 | * Now construct the game seed, by describing the tile array as |
227 | * a simple sequence of comma-separated integers. |
228 | */ |
229 | ret = NULL; |
230 | retlen = 0; |
231 | for (i = 0; i < n; i++) { |
232 | char buf[80]; |
233 | int k; |
234 | |
235 | k = sprintf(buf, "%d,", tiles[i]); |
236 | |
237 | ret = sresize(ret, retlen + k + 1, char); |
238 | strcpy(ret + retlen, buf); |
239 | retlen += k; |
240 | } |
241 | ret[retlen-1] = '\0'; /* delete last comma */ |
242 | |
243 | sfree(tiles); |
244 | sfree(used); |
245 | |
246 | return ret; |
247 | } |
248 | |
5928817c |
249 | char *validate_seed(game_params *params, char *seed) |
250 | { |
251 | char *p, *err; |
252 | int i, area; |
253 | int *used; |
254 | |
255 | area = params->w * params->h; |
256 | p = seed; |
257 | err = NULL; |
258 | |
259 | used = snewn(area, int); |
260 | for (i = 0; i < area; i++) |
261 | used[i] = FALSE; |
262 | |
263 | for (i = 0; i < area; i++) { |
264 | char *q = p; |
265 | int n; |
266 | |
267 | if (*p < '0' || *p > '9') { |
268 | err = "Not enough numbers in string"; |
269 | goto leave; |
270 | } |
271 | while (*p >= '0' && *p <= '9') |
272 | p++; |
273 | if (i < area-1 && *p != ',') { |
274 | err = "Expected comma after number"; |
275 | goto leave; |
276 | } |
277 | else if (i == area-1 && *p) { |
278 | err = "Excess junk at end of string"; |
279 | goto leave; |
280 | } |
281 | n = atoi(q); |
282 | if (n < 0 || n >= area) { |
283 | err = "Number out of range"; |
284 | goto leave; |
285 | } |
286 | if (used[n]) { |
287 | err = "Number used twice"; |
288 | goto leave; |
289 | } |
290 | used[n] = TRUE; |
291 | |
292 | if (*p) p++; /* eat comma */ |
293 | } |
294 | |
295 | leave: |
296 | sfree(used); |
297 | return err; |
298 | } |
299 | |
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300 | game_state *new_game(game_params *params, char *seed) |
301 | { |
302 | game_state *state = snew(game_state); |
303 | int i; |
304 | char *p; |
305 | |
306 | state->w = params->w; |
307 | state->h = params->h; |
308 | state->n = params->w * params->h; |
309 | state->tiles = snewn(state->n, int); |
310 | |
311 | state->gap_pos = 0; |
312 | p = seed; |
313 | i = 0; |
314 | for (i = 0; i < state->n; i++) { |
315 | assert(*p); |
316 | state->tiles[i] = atoi(p); |
317 | if (state->tiles[i] == 0) |
318 | state->gap_pos = i; |
319 | while (*p && *p != ',') |
320 | p++; |
321 | if (*p) p++; /* eat comma */ |
322 | } |
323 | assert(!*p); |
324 | assert(state->tiles[state->gap_pos] == 0); |
325 | |
fd1a1a2b |
326 | state->completed = state->movecount = 0; |
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327 | |
328 | return state; |
329 | } |
330 | |
331 | game_state *dup_game(game_state *state) |
332 | { |
333 | game_state *ret = snew(game_state); |
334 | |
335 | ret->w = state->w; |
336 | ret->h = state->h; |
337 | ret->n = state->n; |
338 | ret->tiles = snewn(state->w * state->h, int); |
339 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
340 | ret->gap_pos = state->gap_pos; |
341 | ret->completed = state->completed; |
fd1a1a2b |
342 | ret->movecount = state->movecount; |
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343 | |
344 | return ret; |
345 | } |
346 | |
347 | void free_game(game_state *state) |
348 | { |
349 | sfree(state); |
350 | } |
351 | |
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352 | game_ui *new_ui(game_state *state) |
353 | { |
354 | return NULL; |
355 | } |
356 | |
357 | void free_ui(game_ui *ui) |
358 | { |
359 | } |
360 | |
361 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
4efb3868 |
362 | { |
363 | int gx, gy, dx, dy, ux, uy, up, p; |
364 | game_state *ret; |
365 | |
366 | gx = X(from, from->gap_pos); |
367 | gy = Y(from, from->gap_pos); |
368 | |
369 | if (button == CURSOR_RIGHT && gx > 0) |
370 | dx = gx - 1, dy = gy; |
371 | else if (button == CURSOR_LEFT && gx < from->w-1) |
372 | dx = gx + 1, dy = gy; |
373 | else if (button == CURSOR_DOWN && gy > 0) |
374 | dy = gy - 1, dx = gx; |
375 | else if (button == CURSOR_UP && gy < from->h-1) |
376 | dy = gy + 1, dx = gx; |
377 | else if (button == LEFT_BUTTON) { |
378 | dx = FROMCOORD(x); |
379 | dy = FROMCOORD(y); |
380 | if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) |
381 | return NULL; /* out of bounds */ |
382 | /* |
383 | * Any click location should be equal to the gap location |
384 | * in _precisely_ one coordinate. |
385 | */ |
386 | if ((dx == gx && dy == gy) || (dx != gx && dy != gy)) |
387 | return NULL; |
388 | } else |
389 | return NULL; /* no move */ |
390 | |
391 | /* |
392 | * Find the unit displacement from the original gap |
393 | * position towards this one. |
394 | */ |
395 | ux = (dx < gx ? -1 : dx > gx ? +1 : 0); |
396 | uy = (dy < gy ? -1 : dy > gy ? +1 : 0); |
397 | up = C(from, ux, uy); |
398 | |
399 | ret = dup_game(from); |
400 | |
401 | ret->gap_pos = C(from, dx, dy); |
402 | assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n); |
403 | |
404 | ret->tiles[ret->gap_pos] = 0; |
405 | |
406 | for (p = from->gap_pos; p != ret->gap_pos; p += up) { |
407 | assert(p >= 0 && p < from->n); |
408 | ret->tiles[p] = from->tiles[p + up]; |
fd1a1a2b |
409 | ret->movecount++; |
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410 | } |
411 | |
412 | /* |
413 | * See if the game has been completed. |
414 | */ |
415 | if (!ret->completed) { |
fd1a1a2b |
416 | ret->completed = ret->movecount; |
4efb3868 |
417 | for (p = 0; p < ret->n; p++) |
418 | if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0)) |
fd1a1a2b |
419 | ret->completed = 0; |
4efb3868 |
420 | } |
421 | |
422 | return ret; |
423 | } |
424 | |
425 | /* ---------------------------------------------------------------------- |
426 | * Drawing routines. |
427 | */ |
428 | |
429 | struct game_drawstate { |
430 | int started; |
431 | int w, h, bgcolour; |
432 | int *tiles; |
433 | }; |
434 | |
435 | void game_size(game_params *params, int *x, int *y) |
436 | { |
437 | *x = TILE_SIZE * params->w + 2 * BORDER; |
438 | *y = TILE_SIZE * params->h + 2 * BORDER; |
439 | } |
440 | |
441 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
442 | { |
443 | float *ret = snewn(3 * NCOLOURS, float); |
444 | int i; |
445 | float max; |
446 | |
447 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
448 | |
449 | /* |
450 | * Drop the background colour so that the highlight is |
451 | * noticeably brighter than it while still being under 1. |
452 | */ |
453 | max = ret[COL_BACKGROUND*3]; |
454 | for (i = 1; i < 3; i++) |
455 | if (ret[COL_BACKGROUND*3+i] > max) |
456 | max = ret[COL_BACKGROUND*3+i]; |
457 | if (max * 1.2F > 1.0F) { |
458 | for (i = 0; i < 3; i++) |
459 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
460 | } |
461 | |
462 | for (i = 0; i < 3; i++) { |
463 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
464 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
465 | ret[COL_TEXT * 3 + i] = 0.0; |
466 | } |
467 | |
468 | *ncolours = NCOLOURS; |
469 | return ret; |
470 | } |
471 | |
472 | game_drawstate *game_new_drawstate(game_state *state) |
473 | { |
474 | struct game_drawstate *ds = snew(struct game_drawstate); |
475 | int i; |
476 | |
477 | ds->started = FALSE; |
478 | ds->w = state->w; |
479 | ds->h = state->h; |
480 | ds->bgcolour = COL_BACKGROUND; |
481 | ds->tiles = snewn(ds->w*ds->h, int); |
482 | for (i = 0; i < ds->w*ds->h; i++) |
483 | ds->tiles[i] = -1; |
484 | |
485 | return ds; |
486 | } |
487 | |
488 | void game_free_drawstate(game_drawstate *ds) |
489 | { |
490 | sfree(ds->tiles); |
491 | sfree(ds); |
492 | } |
493 | |
494 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
495 | int tile, int flash_colour) |
496 | { |
497 | if (tile == 0) { |
498 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
499 | flash_colour); |
500 | } else { |
501 | int coords[6]; |
502 | char str[40]; |
503 | |
504 | coords[0] = x + TILE_SIZE - 1; |
505 | coords[1] = y + TILE_SIZE - 1; |
506 | coords[2] = x + TILE_SIZE - 1; |
507 | coords[3] = y; |
508 | coords[4] = x; |
509 | coords[5] = y + TILE_SIZE - 1; |
510 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
511 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
512 | |
513 | coords[0] = x; |
514 | coords[1] = y; |
515 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
516 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
517 | |
518 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
519 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
520 | flash_colour); |
521 | |
522 | sprintf(str, "%d", tile); |
523 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
524 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
525 | COL_TEXT, str); |
526 | } |
527 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
528 | } |
529 | |
530 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
531 | game_state *state, game_ui *ui, |
532 | float animtime, float flashtime) |
4efb3868 |
533 | { |
534 | int i, pass, bgcolour; |
535 | |
536 | if (flashtime > 0) { |
537 | int frame = (int)(flashtime / FLASH_FRAME); |
538 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
539 | } else |
540 | bgcolour = COL_BACKGROUND; |
541 | |
542 | if (!ds->started) { |
543 | int coords[6]; |
544 | |
545 | draw_rect(fe, 0, 0, |
546 | TILE_SIZE * state->w + 2 * BORDER, |
547 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
548 | draw_update(fe, 0, 0, |
549 | TILE_SIZE * state->w + 2 * BORDER, |
550 | TILE_SIZE * state->h + 2 * BORDER); |
551 | |
552 | /* |
553 | * Recessed area containing the whole puzzle. |
554 | */ |
555 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
556 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
557 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
558 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
559 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
560 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
561 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
562 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
563 | |
564 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
565 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
566 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
567 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
568 | |
569 | ds->started = TRUE; |
570 | } |
571 | |
572 | /* |
573 | * Now draw each tile. We do this in two passes to make |
574 | * animation easy. |
575 | */ |
576 | for (pass = 0; pass < 2; pass++) { |
577 | for (i = 0; i < state->n; i++) { |
578 | int t, t0; |
579 | /* |
580 | * Figure out what should be displayed at this |
581 | * location. It's either a simple tile, or it's a |
582 | * transition between two tiles (in which case we say |
583 | * -1 because it must always be drawn). |
584 | */ |
585 | |
586 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
587 | t = -1; |
588 | else |
589 | t = state->tiles[i]; |
590 | |
591 | t0 = t; |
592 | |
593 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
594 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
595 | int x, y; |
596 | |
597 | /* |
598 | * Figure out what to _actually_ draw, and where to |
599 | * draw it. |
600 | */ |
601 | if (t == -1) { |
602 | int x0, y0, x1, y1; |
603 | int j; |
604 | |
605 | /* |
606 | * On the first pass, just blank the tile. |
607 | */ |
608 | if (pass == 0) { |
609 | x = COORD(X(state, i)); |
610 | y = COORD(Y(state, i)); |
611 | t = 0; |
612 | } else { |
613 | float c; |
614 | |
615 | t = state->tiles[i]; |
616 | |
617 | /* |
618 | * Don't bother moving the gap; just don't |
619 | * draw it. |
620 | */ |
621 | if (t == 0) |
622 | continue; |
623 | |
624 | /* |
625 | * Find the coordinates of this tile in the old and |
626 | * new states. |
627 | */ |
628 | x1 = COORD(X(state, i)); |
629 | y1 = COORD(Y(state, i)); |
630 | for (j = 0; j < oldstate->n; j++) |
631 | if (oldstate->tiles[j] == state->tiles[i]) |
632 | break; |
633 | assert(j < oldstate->n); |
634 | x0 = COORD(X(state, j)); |
635 | y0 = COORD(Y(state, j)); |
636 | |
637 | c = (animtime / ANIM_TIME); |
638 | if (c < 0.0F) c = 0.0F; |
639 | if (c > 1.0F) c = 1.0F; |
640 | |
641 | x = x0 + (int)(c * (x1 - x0)); |
642 | y = y0 + (int)(c * (y1 - y0)); |
643 | } |
644 | |
645 | } else { |
646 | if (pass == 0) |
647 | continue; |
648 | x = COORD(X(state, i)); |
649 | y = COORD(Y(state, i)); |
650 | } |
651 | |
652 | draw_tile(fe, state, x, y, t, bgcolour); |
653 | } |
654 | ds->tiles[i] = t0; |
655 | } |
656 | } |
657 | ds->bgcolour = bgcolour; |
fd1a1a2b |
658 | |
659 | /* |
660 | * Update the status bar. |
661 | */ |
662 | { |
663 | char statusbuf[256]; |
664 | |
d108c342 |
665 | /* |
666 | * Don't show the new status until we're also showing the |
667 | * new _state_ - after the game animation is complete. |
668 | */ |
669 | if (oldstate) |
670 | state = oldstate; |
671 | |
fd1a1a2b |
672 | sprintf(statusbuf, "%sMoves: %d", |
673 | (state->completed ? "COMPLETED! " : ""), |
674 | (state->completed ? state->completed : state->movecount)); |
675 | |
676 | status_bar(fe, statusbuf); |
677 | } |
4efb3868 |
678 | } |
679 | |
680 | float game_anim_length(game_state *oldstate, game_state *newstate) |
681 | { |
682 | return ANIM_TIME; |
683 | } |
684 | |
685 | float game_flash_length(game_state *oldstate, game_state *newstate) |
686 | { |
687 | if (!oldstate->completed && newstate->completed) |
688 | return 2 * FLASH_FRAME; |
689 | else |
690 | return 0.0F; |
691 | } |
fd1a1a2b |
692 | |
693 | int game_wants_statusbar(void) |
694 | { |
695 | return TRUE; |
696 | } |