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