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 | |
4efb3868 |
14 | #define TILE_SIZE 48 |
15 | #define BORDER (TILE_SIZE / 2) |
16 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
17 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
18 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
19 | |
8c1fd974 |
20 | #define ANIM_TIME 0.13F |
21 | #define FLASH_FRAME 0.13F |
4efb3868 |
22 | |
23 | #define X(state, i) ( (i) % (state)->w ) |
24 | #define Y(state, i) ( (i) / (state)->w ) |
25 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
26 | |
27 | enum { |
28 | COL_BACKGROUND, |
29 | COL_TEXT, |
30 | COL_HIGHLIGHT, |
31 | COL_LOWLIGHT, |
32 | NCOLOURS |
33 | }; |
34 | |
35 | struct game_params { |
36 | int w, h; |
37 | }; |
38 | |
39 | struct game_state { |
40 | int w, h, n; |
41 | int *tiles; |
42 | int gap_pos; |
43 | int completed; |
fd1a1a2b |
44 | int movecount; |
4efb3868 |
45 | }; |
46 | |
be8d5aa1 |
47 | static game_params *default_params(void) |
4efb3868 |
48 | { |
49 | game_params *ret = snew(game_params); |
50 | |
51 | ret->w = ret->h = 4; |
52 | |
53 | return ret; |
54 | } |
55 | |
be8d5aa1 |
56 | static int game_fetch_preset(int i, char **name, game_params **params) |
4efb3868 |
57 | { |
58 | return FALSE; |
59 | } |
60 | |
be8d5aa1 |
61 | static void free_params(game_params *params) |
4efb3868 |
62 | { |
63 | sfree(params); |
64 | } |
65 | |
be8d5aa1 |
66 | static game_params *dup_params(game_params *params) |
4efb3868 |
67 | { |
68 | game_params *ret = snew(game_params); |
69 | *ret = *params; /* structure copy */ |
70 | return ret; |
71 | } |
72 | |
be8d5aa1 |
73 | static game_params *decode_params(char const *string) |
b0e26073 |
74 | { |
75 | game_params *ret = default_params(); |
76 | |
77 | ret->w = ret->h = atoi(string); |
78 | while (*string && isdigit(*string)) string++; |
79 | if (*string == 'x') { |
80 | string++; |
81 | ret->h = atoi(string); |
82 | } |
83 | |
84 | return ret; |
85 | } |
86 | |
be8d5aa1 |
87 | static char *encode_params(game_params *params) |
b0e26073 |
88 | { |
89 | char data[256]; |
90 | |
91 | sprintf(data, "%dx%d", params->w, params->h); |
92 | |
93 | return dupstr(data); |
94 | } |
95 | |
be8d5aa1 |
96 | static config_item *game_configure(game_params *params) |
c8230524 |
97 | { |
98 | config_item *ret; |
99 | char buf[80]; |
100 | |
101 | ret = snewn(3, config_item); |
102 | |
103 | ret[0].name = "Width"; |
95709966 |
104 | ret[0].type = C_STRING; |
c8230524 |
105 | sprintf(buf, "%d", params->w); |
106 | ret[0].sval = dupstr(buf); |
107 | ret[0].ival = 0; |
108 | |
109 | ret[1].name = "Height"; |
95709966 |
110 | ret[1].type = C_STRING; |
c8230524 |
111 | sprintf(buf, "%d", params->h); |
112 | ret[1].sval = dupstr(buf); |
113 | ret[1].ival = 0; |
114 | |
115 | ret[2].name = NULL; |
95709966 |
116 | ret[2].type = C_END; |
c8230524 |
117 | ret[2].sval = NULL; |
118 | ret[2].ival = 0; |
119 | |
120 | return ret; |
121 | } |
122 | |
be8d5aa1 |
123 | static game_params *custom_params(config_item *cfg) |
c8230524 |
124 | { |
125 | game_params *ret = snew(game_params); |
126 | |
127 | ret->w = atoi(cfg[0].sval); |
128 | ret->h = atoi(cfg[1].sval); |
129 | |
130 | return ret; |
131 | } |
132 | |
be8d5aa1 |
133 | static char *validate_params(game_params *params) |
c8230524 |
134 | { |
135 | if (params->w < 2 && params->h < 2) |
136 | return "Width and height must both be at least two"; |
137 | |
138 | return NULL; |
139 | } |
140 | |
be8d5aa1 |
141 | static int perm_parity(int *perm, int n) |
4efb3868 |
142 | { |
143 | int i, j, ret; |
144 | |
145 | ret = 0; |
146 | |
147 | for (i = 0; i < n-1; i++) |
148 | for (j = i+1; j < n; j++) |
149 | if (perm[i] > perm[j]) |
150 | ret = !ret; |
151 | |
152 | return ret; |
153 | } |
154 | |
be8d5aa1 |
155 | static char *new_game_seed(game_params *params, random_state *rs) |
4efb3868 |
156 | { |
157 | int gap, n, i, x; |
158 | int x1, x2, p1, p2, parity; |
159 | int *tiles, *used; |
160 | char *ret; |
161 | int retlen; |
162 | |
163 | n = params->w * params->h; |
164 | |
165 | tiles = snewn(n, int); |
166 | used = snewn(n, int); |
167 | |
168 | for (i = 0; i < n; i++) { |
169 | tiles[i] = -1; |
170 | used[i] = FALSE; |
171 | } |
172 | |
48d70ca9 |
173 | gap = random_upto(rs, n); |
4efb3868 |
174 | tiles[gap] = 0; |
175 | used[0] = TRUE; |
176 | |
177 | /* |
178 | * Place everything else except the last two tiles. |
179 | */ |
180 | for (x = 0, i = n-1; i > 2; i--) { |
48d70ca9 |
181 | int k = random_upto(rs, i); |
4efb3868 |
182 | int j; |
183 | |
184 | for (j = 0; j < n; j++) |
185 | if (!used[j] && (k-- == 0)) |
186 | break; |
187 | |
188 | assert(j < n && !used[j]); |
189 | used[j] = TRUE; |
190 | |
191 | while (tiles[x] >= 0) |
192 | x++; |
193 | assert(x < n); |
194 | tiles[x] = j; |
195 | } |
196 | |
197 | /* |
198 | * Find the last two locations, and the last two pieces. |
199 | */ |
200 | while (tiles[x] >= 0) |
201 | x++; |
202 | assert(x < n); |
203 | x1 = x; |
204 | x++; |
205 | while (tiles[x] >= 0) |
206 | x++; |
207 | assert(x < n); |
208 | x2 = x; |
209 | |
210 | for (i = 0; i < n; i++) |
211 | if (!used[i]) |
212 | break; |
213 | p1 = i; |
214 | for (i = p1+1; i < n; i++) |
215 | if (!used[i]) |
216 | break; |
217 | p2 = i; |
218 | |
219 | /* |
220 | * Determine the required parity of the overall permutation. |
221 | * This is the XOR of: |
222 | * |
d3a026ed |
223 | * - The chessboard parity ((x^y)&1) of the gap square. The |
224 | * bottom right counts as even. |
4efb3868 |
225 | * |
226 | * - The parity of n. (The target permutation is 1,...,n-1,0 |
227 | * rather than 0,...,n-1; this is a cyclic permutation of |
228 | * the starting point and hence is odd iff n is even.) |
229 | */ |
d3a026ed |
230 | parity = ((X(params, gap) - (params->w-1)) ^ |
231 | (Y(params, gap) - (params->h-1)) ^ |
232 | (n+1)) & 1; |
4efb3868 |
233 | |
234 | /* |
235 | * Try the last two tiles one way round. If that fails, swap |
236 | * them. |
237 | */ |
238 | tiles[x1] = p1; |
239 | tiles[x2] = p2; |
240 | if (perm_parity(tiles, n) != parity) { |
241 | tiles[x1] = p2; |
242 | tiles[x2] = p1; |
243 | assert(perm_parity(tiles, n) == parity); |
244 | } |
245 | |
246 | /* |
247 | * Now construct the game seed, by describing the tile array as |
248 | * a simple sequence of comma-separated integers. |
249 | */ |
250 | ret = NULL; |
251 | retlen = 0; |
252 | for (i = 0; i < n; i++) { |
253 | char buf[80]; |
254 | int k; |
255 | |
256 | k = sprintf(buf, "%d,", tiles[i]); |
257 | |
258 | ret = sresize(ret, retlen + k + 1, char); |
259 | strcpy(ret + retlen, buf); |
260 | retlen += k; |
261 | } |
262 | ret[retlen-1] = '\0'; /* delete last comma */ |
263 | |
264 | sfree(tiles); |
265 | sfree(used); |
266 | |
267 | return ret; |
268 | } |
269 | |
be8d5aa1 |
270 | static char *validate_seed(game_params *params, char *seed) |
5928817c |
271 | { |
272 | char *p, *err; |
273 | int i, area; |
274 | int *used; |
275 | |
276 | area = params->w * params->h; |
277 | p = seed; |
278 | err = NULL; |
279 | |
280 | used = snewn(area, int); |
281 | for (i = 0; i < area; i++) |
282 | used[i] = FALSE; |
283 | |
284 | for (i = 0; i < area; i++) { |
285 | char *q = p; |
286 | int n; |
287 | |
288 | if (*p < '0' || *p > '9') { |
289 | err = "Not enough numbers in string"; |
290 | goto leave; |
291 | } |
292 | while (*p >= '0' && *p <= '9') |
293 | p++; |
294 | if (i < area-1 && *p != ',') { |
295 | err = "Expected comma after number"; |
296 | goto leave; |
297 | } |
298 | else if (i == area-1 && *p) { |
299 | err = "Excess junk at end of string"; |
300 | goto leave; |
301 | } |
302 | n = atoi(q); |
303 | if (n < 0 || n >= area) { |
304 | err = "Number out of range"; |
305 | goto leave; |
306 | } |
307 | if (used[n]) { |
308 | err = "Number used twice"; |
309 | goto leave; |
310 | } |
311 | used[n] = TRUE; |
312 | |
313 | if (*p) p++; /* eat comma */ |
314 | } |
315 | |
316 | leave: |
317 | sfree(used); |
318 | return err; |
319 | } |
320 | |
be8d5aa1 |
321 | static game_state *new_game(game_params *params, char *seed) |
4efb3868 |
322 | { |
323 | game_state *state = snew(game_state); |
324 | int i; |
325 | char *p; |
326 | |
327 | state->w = params->w; |
328 | state->h = params->h; |
329 | state->n = params->w * params->h; |
330 | state->tiles = snewn(state->n, int); |
331 | |
332 | state->gap_pos = 0; |
333 | p = seed; |
334 | i = 0; |
335 | for (i = 0; i < state->n; i++) { |
336 | assert(*p); |
337 | state->tiles[i] = atoi(p); |
338 | if (state->tiles[i] == 0) |
339 | state->gap_pos = i; |
340 | while (*p && *p != ',') |
341 | p++; |
342 | if (*p) p++; /* eat comma */ |
343 | } |
344 | assert(!*p); |
345 | assert(state->tiles[state->gap_pos] == 0); |
346 | |
fd1a1a2b |
347 | state->completed = state->movecount = 0; |
4efb3868 |
348 | |
349 | return state; |
350 | } |
351 | |
be8d5aa1 |
352 | static game_state *dup_game(game_state *state) |
4efb3868 |
353 | { |
354 | game_state *ret = snew(game_state); |
355 | |
356 | ret->w = state->w; |
357 | ret->h = state->h; |
358 | ret->n = state->n; |
359 | ret->tiles = snewn(state->w * state->h, int); |
360 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
361 | ret->gap_pos = state->gap_pos; |
362 | ret->completed = state->completed; |
fd1a1a2b |
363 | ret->movecount = state->movecount; |
4efb3868 |
364 | |
365 | return ret; |
366 | } |
367 | |
be8d5aa1 |
368 | static void free_game(game_state *state) |
4efb3868 |
369 | { |
370 | sfree(state); |
371 | } |
372 | |
be8d5aa1 |
373 | static game_ui *new_ui(game_state *state) |
74a4e547 |
374 | { |
375 | return NULL; |
376 | } |
377 | |
be8d5aa1 |
378 | static void free_ui(game_ui *ui) |
74a4e547 |
379 | { |
380 | } |
381 | |
be8d5aa1 |
382 | static game_state *make_move(game_state *from, game_ui *ui, |
383 | int x, int y, int button) |
4efb3868 |
384 | { |
385 | int gx, gy, dx, dy, ux, uy, up, p; |
386 | game_state *ret; |
387 | |
388 | gx = X(from, from->gap_pos); |
389 | gy = Y(from, from->gap_pos); |
390 | |
391 | if (button == CURSOR_RIGHT && gx > 0) |
392 | dx = gx - 1, dy = gy; |
393 | else if (button == CURSOR_LEFT && gx < from->w-1) |
394 | dx = gx + 1, dy = gy; |
395 | else if (button == CURSOR_DOWN && gy > 0) |
396 | dy = gy - 1, dx = gx; |
397 | else if (button == CURSOR_UP && gy < from->h-1) |
398 | dy = gy + 1, dx = gx; |
399 | else if (button == LEFT_BUTTON) { |
400 | dx = FROMCOORD(x); |
401 | dy = FROMCOORD(y); |
402 | if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) |
403 | return NULL; /* out of bounds */ |
404 | /* |
405 | * Any click location should be equal to the gap location |
406 | * in _precisely_ one coordinate. |
407 | */ |
408 | if ((dx == gx && dy == gy) || (dx != gx && dy != gy)) |
409 | return NULL; |
410 | } else |
411 | return NULL; /* no move */ |
412 | |
413 | /* |
414 | * Find the unit displacement from the original gap |
415 | * position towards this one. |
416 | */ |
417 | ux = (dx < gx ? -1 : dx > gx ? +1 : 0); |
418 | uy = (dy < gy ? -1 : dy > gy ? +1 : 0); |
419 | up = C(from, ux, uy); |
420 | |
421 | ret = dup_game(from); |
422 | |
423 | ret->gap_pos = C(from, dx, dy); |
424 | assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n); |
425 | |
426 | ret->tiles[ret->gap_pos] = 0; |
427 | |
428 | for (p = from->gap_pos; p != ret->gap_pos; p += up) { |
429 | assert(p >= 0 && p < from->n); |
430 | ret->tiles[p] = from->tiles[p + up]; |
fd1a1a2b |
431 | ret->movecount++; |
4efb3868 |
432 | } |
433 | |
434 | /* |
435 | * See if the game has been completed. |
436 | */ |
437 | if (!ret->completed) { |
fd1a1a2b |
438 | ret->completed = ret->movecount; |
4efb3868 |
439 | for (p = 0; p < ret->n; p++) |
440 | if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0)) |
fd1a1a2b |
441 | ret->completed = 0; |
4efb3868 |
442 | } |
443 | |
444 | return ret; |
445 | } |
446 | |
447 | /* ---------------------------------------------------------------------- |
448 | * Drawing routines. |
449 | */ |
450 | |
451 | struct game_drawstate { |
452 | int started; |
453 | int w, h, bgcolour; |
454 | int *tiles; |
455 | }; |
456 | |
be8d5aa1 |
457 | static void game_size(game_params *params, int *x, int *y) |
4efb3868 |
458 | { |
459 | *x = TILE_SIZE * params->w + 2 * BORDER; |
460 | *y = TILE_SIZE * params->h + 2 * BORDER; |
461 | } |
462 | |
be8d5aa1 |
463 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
4efb3868 |
464 | { |
465 | float *ret = snewn(3 * NCOLOURS, float); |
466 | int i; |
467 | float max; |
468 | |
469 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
470 | |
471 | /* |
472 | * Drop the background colour so that the highlight is |
473 | * noticeably brighter than it while still being under 1. |
474 | */ |
475 | max = ret[COL_BACKGROUND*3]; |
476 | for (i = 1; i < 3; i++) |
477 | if (ret[COL_BACKGROUND*3+i] > max) |
478 | max = ret[COL_BACKGROUND*3+i]; |
479 | if (max * 1.2F > 1.0F) { |
480 | for (i = 0; i < 3; i++) |
481 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
482 | } |
483 | |
484 | for (i = 0; i < 3; i++) { |
485 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
486 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
487 | ret[COL_TEXT * 3 + i] = 0.0; |
488 | } |
489 | |
490 | *ncolours = NCOLOURS; |
491 | return ret; |
492 | } |
493 | |
be8d5aa1 |
494 | static game_drawstate *game_new_drawstate(game_state *state) |
4efb3868 |
495 | { |
496 | struct game_drawstate *ds = snew(struct game_drawstate); |
497 | int i; |
498 | |
499 | ds->started = FALSE; |
500 | ds->w = state->w; |
501 | ds->h = state->h; |
502 | ds->bgcolour = COL_BACKGROUND; |
503 | ds->tiles = snewn(ds->w*ds->h, int); |
504 | for (i = 0; i < ds->w*ds->h; i++) |
505 | ds->tiles[i] = -1; |
506 | |
507 | return ds; |
508 | } |
509 | |
be8d5aa1 |
510 | static void game_free_drawstate(game_drawstate *ds) |
4efb3868 |
511 | { |
512 | sfree(ds->tiles); |
513 | sfree(ds); |
514 | } |
515 | |
516 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
517 | int tile, int flash_colour) |
518 | { |
519 | if (tile == 0) { |
520 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
521 | flash_colour); |
522 | } else { |
523 | int coords[6]; |
524 | char str[40]; |
525 | |
526 | coords[0] = x + TILE_SIZE - 1; |
527 | coords[1] = y + TILE_SIZE - 1; |
528 | coords[2] = x + TILE_SIZE - 1; |
529 | coords[3] = y; |
530 | coords[4] = x; |
531 | coords[5] = y + TILE_SIZE - 1; |
532 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
533 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
534 | |
535 | coords[0] = x; |
536 | coords[1] = y; |
537 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
538 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
539 | |
540 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
541 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
542 | flash_colour); |
543 | |
544 | sprintf(str, "%d", tile); |
545 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
546 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
547 | COL_TEXT, str); |
548 | } |
549 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
550 | } |
551 | |
be8d5aa1 |
552 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
553 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
554 | float animtime, float flashtime) |
4efb3868 |
555 | { |
556 | int i, pass, bgcolour; |
557 | |
558 | if (flashtime > 0) { |
559 | int frame = (int)(flashtime / FLASH_FRAME); |
560 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
561 | } else |
562 | bgcolour = COL_BACKGROUND; |
563 | |
564 | if (!ds->started) { |
565 | int coords[6]; |
566 | |
567 | draw_rect(fe, 0, 0, |
568 | TILE_SIZE * state->w + 2 * BORDER, |
569 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
570 | draw_update(fe, 0, 0, |
571 | TILE_SIZE * state->w + 2 * BORDER, |
572 | TILE_SIZE * state->h + 2 * BORDER); |
573 | |
574 | /* |
575 | * Recessed area containing the whole puzzle. |
576 | */ |
577 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
578 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
579 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
580 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
581 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
582 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
583 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
584 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
585 | |
586 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
587 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
588 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
589 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
590 | |
591 | ds->started = TRUE; |
592 | } |
593 | |
594 | /* |
595 | * Now draw each tile. We do this in two passes to make |
596 | * animation easy. |
597 | */ |
598 | for (pass = 0; pass < 2; pass++) { |
599 | for (i = 0; i < state->n; i++) { |
600 | int t, t0; |
601 | /* |
602 | * Figure out what should be displayed at this |
603 | * location. It's either a simple tile, or it's a |
604 | * transition between two tiles (in which case we say |
605 | * -1 because it must always be drawn). |
606 | */ |
607 | |
608 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
609 | t = -1; |
610 | else |
611 | t = state->tiles[i]; |
612 | |
613 | t0 = t; |
614 | |
615 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
616 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
617 | int x, y; |
618 | |
619 | /* |
620 | * Figure out what to _actually_ draw, and where to |
621 | * draw it. |
622 | */ |
623 | if (t == -1) { |
624 | int x0, y0, x1, y1; |
625 | int j; |
626 | |
627 | /* |
628 | * On the first pass, just blank the tile. |
629 | */ |
630 | if (pass == 0) { |
631 | x = COORD(X(state, i)); |
632 | y = COORD(Y(state, i)); |
633 | t = 0; |
634 | } else { |
635 | float c; |
636 | |
637 | t = state->tiles[i]; |
638 | |
639 | /* |
640 | * Don't bother moving the gap; just don't |
641 | * draw it. |
642 | */ |
643 | if (t == 0) |
644 | continue; |
645 | |
646 | /* |
647 | * Find the coordinates of this tile in the old and |
648 | * new states. |
649 | */ |
650 | x1 = COORD(X(state, i)); |
651 | y1 = COORD(Y(state, i)); |
652 | for (j = 0; j < oldstate->n; j++) |
653 | if (oldstate->tiles[j] == state->tiles[i]) |
654 | break; |
655 | assert(j < oldstate->n); |
656 | x0 = COORD(X(state, j)); |
657 | y0 = COORD(Y(state, j)); |
658 | |
659 | c = (animtime / ANIM_TIME); |
660 | if (c < 0.0F) c = 0.0F; |
661 | if (c > 1.0F) c = 1.0F; |
662 | |
663 | x = x0 + (int)(c * (x1 - x0)); |
664 | y = y0 + (int)(c * (y1 - y0)); |
665 | } |
666 | |
667 | } else { |
668 | if (pass == 0) |
669 | continue; |
670 | x = COORD(X(state, i)); |
671 | y = COORD(Y(state, i)); |
672 | } |
673 | |
674 | draw_tile(fe, state, x, y, t, bgcolour); |
675 | } |
676 | ds->tiles[i] = t0; |
677 | } |
678 | } |
679 | ds->bgcolour = bgcolour; |
fd1a1a2b |
680 | |
681 | /* |
682 | * Update the status bar. |
683 | */ |
684 | { |
685 | char statusbuf[256]; |
686 | |
d108c342 |
687 | /* |
688 | * Don't show the new status until we're also showing the |
689 | * new _state_ - after the game animation is complete. |
690 | */ |
691 | if (oldstate) |
692 | state = oldstate; |
693 | |
fd1a1a2b |
694 | sprintf(statusbuf, "%sMoves: %d", |
695 | (state->completed ? "COMPLETED! " : ""), |
696 | (state->completed ? state->completed : state->movecount)); |
697 | |
698 | status_bar(fe, statusbuf); |
699 | } |
4efb3868 |
700 | } |
701 | |
be8d5aa1 |
702 | static float game_anim_length(game_state *oldstate, |
703 | game_state *newstate, int dir) |
4efb3868 |
704 | { |
705 | return ANIM_TIME; |
706 | } |
707 | |
be8d5aa1 |
708 | static float game_flash_length(game_state *oldstate, |
709 | game_state *newstate, int dir) |
4efb3868 |
710 | { |
711 | if (!oldstate->completed && newstate->completed) |
712 | return 2 * FLASH_FRAME; |
713 | else |
714 | return 0.0F; |
715 | } |
fd1a1a2b |
716 | |
be8d5aa1 |
717 | static int game_wants_statusbar(void) |
fd1a1a2b |
718 | { |
719 | return TRUE; |
720 | } |
be8d5aa1 |
721 | |
722 | #ifdef COMBINED |
723 | #define thegame fifteen |
724 | #endif |
725 | |
726 | const struct game thegame = { |
727 | "Fifteen", "games.fifteen", TRUE, |
728 | default_params, |
729 | game_fetch_preset, |
730 | decode_params, |
731 | encode_params, |
732 | free_params, |
733 | dup_params, |
734 | game_configure, |
735 | custom_params, |
736 | validate_params, |
737 | new_game_seed, |
738 | validate_seed, |
739 | new_game, |
740 | dup_game, |
741 | free_game, |
742 | new_ui, |
743 | free_ui, |
744 | make_move, |
745 | game_size, |
746 | game_colours, |
747 | game_new_drawstate, |
748 | game_free_drawstate, |
749 | game_redraw, |
750 | game_anim_length, |
751 | game_flash_length, |
752 | game_wants_statusbar, |
753 | }; |