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 | |
9b4b03d3 |
373 | static char *game_text_format(game_state *state) |
374 | { |
af52394e |
375 | char *ret, *p, buf[80]; |
376 | int x, y, col, maxlen; |
377 | |
378 | /* |
379 | * First work out how many characters we need to display each |
380 | * number. |
381 | */ |
382 | col = sprintf(buf, "%d", state->n-1); |
383 | |
384 | /* |
385 | * Now we know the exact total size of the grid we're going to |
386 | * produce: it's got h rows, each containing w lots of col, w-1 |
387 | * spaces and a trailing newline. |
388 | */ |
389 | maxlen = state->h * state->w * (col+1); |
390 | |
391 | ret = snewn(maxlen, char); |
392 | p = ret; |
393 | |
394 | for (y = 0; y < state->h; y++) { |
395 | for (x = 0; x < state->w; x++) { |
396 | int v = state->tiles[state->w*y+x]; |
397 | if (v == 0) |
398 | sprintf(buf, "%*s", col, ""); |
399 | else |
400 | sprintf(buf, "%*d", col, v); |
401 | memcpy(p, buf, col); |
402 | p += col; |
403 | if (x+1 == state->w) |
404 | *p++ = '\n'; |
405 | else |
406 | *p++ = ' '; |
407 | } |
408 | } |
409 | |
410 | assert(p - ret == maxlen); |
411 | *p = '\0'; |
412 | return ret; |
9b4b03d3 |
413 | } |
414 | |
be8d5aa1 |
415 | static game_ui *new_ui(game_state *state) |
74a4e547 |
416 | { |
417 | return NULL; |
418 | } |
419 | |
be8d5aa1 |
420 | static void free_ui(game_ui *ui) |
74a4e547 |
421 | { |
422 | } |
423 | |
be8d5aa1 |
424 | static game_state *make_move(game_state *from, game_ui *ui, |
425 | int x, int y, int button) |
4efb3868 |
426 | { |
427 | int gx, gy, dx, dy, ux, uy, up, p; |
428 | game_state *ret; |
429 | |
430 | gx = X(from, from->gap_pos); |
431 | gy = Y(from, from->gap_pos); |
432 | |
433 | if (button == CURSOR_RIGHT && gx > 0) |
434 | dx = gx - 1, dy = gy; |
435 | else if (button == CURSOR_LEFT && gx < from->w-1) |
436 | dx = gx + 1, dy = gy; |
437 | else if (button == CURSOR_DOWN && gy > 0) |
438 | dy = gy - 1, dx = gx; |
439 | else if (button == CURSOR_UP && gy < from->h-1) |
440 | dy = gy + 1, dx = gx; |
441 | else if (button == LEFT_BUTTON) { |
442 | dx = FROMCOORD(x); |
443 | dy = FROMCOORD(y); |
444 | if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) |
445 | return NULL; /* out of bounds */ |
446 | /* |
447 | * Any click location should be equal to the gap location |
448 | * in _precisely_ one coordinate. |
449 | */ |
450 | if ((dx == gx && dy == gy) || (dx != gx && dy != gy)) |
451 | return NULL; |
452 | } else |
453 | return NULL; /* no move */ |
454 | |
455 | /* |
456 | * Find the unit displacement from the original gap |
457 | * position towards this one. |
458 | */ |
459 | ux = (dx < gx ? -1 : dx > gx ? +1 : 0); |
460 | uy = (dy < gy ? -1 : dy > gy ? +1 : 0); |
461 | up = C(from, ux, uy); |
462 | |
463 | ret = dup_game(from); |
464 | |
465 | ret->gap_pos = C(from, dx, dy); |
466 | assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n); |
467 | |
468 | ret->tiles[ret->gap_pos] = 0; |
469 | |
470 | for (p = from->gap_pos; p != ret->gap_pos; p += up) { |
471 | assert(p >= 0 && p < from->n); |
472 | ret->tiles[p] = from->tiles[p + up]; |
fd1a1a2b |
473 | ret->movecount++; |
4efb3868 |
474 | } |
475 | |
476 | /* |
477 | * See if the game has been completed. |
478 | */ |
479 | if (!ret->completed) { |
fd1a1a2b |
480 | ret->completed = ret->movecount; |
4efb3868 |
481 | for (p = 0; p < ret->n; p++) |
482 | if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0)) |
fd1a1a2b |
483 | ret->completed = 0; |
4efb3868 |
484 | } |
485 | |
486 | return ret; |
487 | } |
488 | |
489 | /* ---------------------------------------------------------------------- |
490 | * Drawing routines. |
491 | */ |
492 | |
493 | struct game_drawstate { |
494 | int started; |
495 | int w, h, bgcolour; |
496 | int *tiles; |
497 | }; |
498 | |
be8d5aa1 |
499 | static void game_size(game_params *params, int *x, int *y) |
4efb3868 |
500 | { |
501 | *x = TILE_SIZE * params->w + 2 * BORDER; |
502 | *y = TILE_SIZE * params->h + 2 * BORDER; |
503 | } |
504 | |
be8d5aa1 |
505 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
4efb3868 |
506 | { |
507 | float *ret = snewn(3 * NCOLOURS, float); |
508 | int i; |
509 | float max; |
510 | |
511 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
512 | |
513 | /* |
514 | * Drop the background colour so that the highlight is |
515 | * noticeably brighter than it while still being under 1. |
516 | */ |
517 | max = ret[COL_BACKGROUND*3]; |
518 | for (i = 1; i < 3; i++) |
519 | if (ret[COL_BACKGROUND*3+i] > max) |
520 | max = ret[COL_BACKGROUND*3+i]; |
521 | if (max * 1.2F > 1.0F) { |
522 | for (i = 0; i < 3; i++) |
523 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
524 | } |
525 | |
526 | for (i = 0; i < 3; i++) { |
527 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
528 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
529 | ret[COL_TEXT * 3 + i] = 0.0; |
530 | } |
531 | |
532 | *ncolours = NCOLOURS; |
533 | return ret; |
534 | } |
535 | |
be8d5aa1 |
536 | static game_drawstate *game_new_drawstate(game_state *state) |
4efb3868 |
537 | { |
538 | struct game_drawstate *ds = snew(struct game_drawstate); |
539 | int i; |
540 | |
541 | ds->started = FALSE; |
542 | ds->w = state->w; |
543 | ds->h = state->h; |
544 | ds->bgcolour = COL_BACKGROUND; |
545 | ds->tiles = snewn(ds->w*ds->h, int); |
546 | for (i = 0; i < ds->w*ds->h; i++) |
547 | ds->tiles[i] = -1; |
548 | |
549 | return ds; |
550 | } |
551 | |
be8d5aa1 |
552 | static void game_free_drawstate(game_drawstate *ds) |
4efb3868 |
553 | { |
554 | sfree(ds->tiles); |
555 | sfree(ds); |
556 | } |
557 | |
558 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
559 | int tile, int flash_colour) |
560 | { |
561 | if (tile == 0) { |
562 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
563 | flash_colour); |
564 | } else { |
565 | int coords[6]; |
566 | char str[40]; |
567 | |
568 | coords[0] = x + TILE_SIZE - 1; |
569 | coords[1] = y + TILE_SIZE - 1; |
570 | coords[2] = x + TILE_SIZE - 1; |
571 | coords[3] = y; |
572 | coords[4] = x; |
573 | coords[5] = y + TILE_SIZE - 1; |
574 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
575 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
576 | |
577 | coords[0] = x; |
578 | coords[1] = y; |
579 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
580 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
581 | |
582 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
583 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
584 | flash_colour); |
585 | |
586 | sprintf(str, "%d", tile); |
587 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
588 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
589 | COL_TEXT, str); |
590 | } |
591 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
592 | } |
593 | |
be8d5aa1 |
594 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
595 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
596 | float animtime, float flashtime) |
4efb3868 |
597 | { |
598 | int i, pass, bgcolour; |
599 | |
600 | if (flashtime > 0) { |
601 | int frame = (int)(flashtime / FLASH_FRAME); |
602 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
603 | } else |
604 | bgcolour = COL_BACKGROUND; |
605 | |
606 | if (!ds->started) { |
607 | int coords[6]; |
608 | |
609 | draw_rect(fe, 0, 0, |
610 | TILE_SIZE * state->w + 2 * BORDER, |
611 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
612 | draw_update(fe, 0, 0, |
613 | TILE_SIZE * state->w + 2 * BORDER, |
614 | TILE_SIZE * state->h + 2 * BORDER); |
615 | |
616 | /* |
617 | * Recessed area containing the whole puzzle. |
618 | */ |
619 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
620 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
621 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
622 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
623 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
624 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
625 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
626 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
627 | |
628 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
629 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
630 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
631 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
632 | |
633 | ds->started = TRUE; |
634 | } |
635 | |
636 | /* |
637 | * Now draw each tile. We do this in two passes to make |
638 | * animation easy. |
639 | */ |
640 | for (pass = 0; pass < 2; pass++) { |
641 | for (i = 0; i < state->n; i++) { |
642 | int t, t0; |
643 | /* |
644 | * Figure out what should be displayed at this |
645 | * location. It's either a simple tile, or it's a |
646 | * transition between two tiles (in which case we say |
647 | * -1 because it must always be drawn). |
648 | */ |
649 | |
650 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
651 | t = -1; |
652 | else |
653 | t = state->tiles[i]; |
654 | |
655 | t0 = t; |
656 | |
657 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
658 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
659 | int x, y; |
660 | |
661 | /* |
662 | * Figure out what to _actually_ draw, and where to |
663 | * draw it. |
664 | */ |
665 | if (t == -1) { |
666 | int x0, y0, x1, y1; |
667 | int j; |
668 | |
669 | /* |
670 | * On the first pass, just blank the tile. |
671 | */ |
672 | if (pass == 0) { |
673 | x = COORD(X(state, i)); |
674 | y = COORD(Y(state, i)); |
675 | t = 0; |
676 | } else { |
677 | float c; |
678 | |
679 | t = state->tiles[i]; |
680 | |
681 | /* |
682 | * Don't bother moving the gap; just don't |
683 | * draw it. |
684 | */ |
685 | if (t == 0) |
686 | continue; |
687 | |
688 | /* |
689 | * Find the coordinates of this tile in the old and |
690 | * new states. |
691 | */ |
692 | x1 = COORD(X(state, i)); |
693 | y1 = COORD(Y(state, i)); |
694 | for (j = 0; j < oldstate->n; j++) |
695 | if (oldstate->tiles[j] == state->tiles[i]) |
696 | break; |
697 | assert(j < oldstate->n); |
698 | x0 = COORD(X(state, j)); |
699 | y0 = COORD(Y(state, j)); |
700 | |
701 | c = (animtime / ANIM_TIME); |
702 | if (c < 0.0F) c = 0.0F; |
703 | if (c > 1.0F) c = 1.0F; |
704 | |
705 | x = x0 + (int)(c * (x1 - x0)); |
706 | y = y0 + (int)(c * (y1 - y0)); |
707 | } |
708 | |
709 | } else { |
710 | if (pass == 0) |
711 | continue; |
712 | x = COORD(X(state, i)); |
713 | y = COORD(Y(state, i)); |
714 | } |
715 | |
716 | draw_tile(fe, state, x, y, t, bgcolour); |
717 | } |
718 | ds->tiles[i] = t0; |
719 | } |
720 | } |
721 | ds->bgcolour = bgcolour; |
fd1a1a2b |
722 | |
723 | /* |
724 | * Update the status bar. |
725 | */ |
726 | { |
727 | char statusbuf[256]; |
728 | |
d108c342 |
729 | /* |
730 | * Don't show the new status until we're also showing the |
731 | * new _state_ - after the game animation is complete. |
732 | */ |
733 | if (oldstate) |
734 | state = oldstate; |
735 | |
fd1a1a2b |
736 | sprintf(statusbuf, "%sMoves: %d", |
737 | (state->completed ? "COMPLETED! " : ""), |
738 | (state->completed ? state->completed : state->movecount)); |
739 | |
740 | status_bar(fe, statusbuf); |
741 | } |
4efb3868 |
742 | } |
743 | |
be8d5aa1 |
744 | static float game_anim_length(game_state *oldstate, |
745 | game_state *newstate, int dir) |
4efb3868 |
746 | { |
747 | return ANIM_TIME; |
748 | } |
749 | |
be8d5aa1 |
750 | static float game_flash_length(game_state *oldstate, |
751 | game_state *newstate, int dir) |
4efb3868 |
752 | { |
753 | if (!oldstate->completed && newstate->completed) |
754 | return 2 * FLASH_FRAME; |
755 | else |
756 | return 0.0F; |
757 | } |
fd1a1a2b |
758 | |
be8d5aa1 |
759 | static int game_wants_statusbar(void) |
fd1a1a2b |
760 | { |
761 | return TRUE; |
762 | } |
be8d5aa1 |
763 | |
764 | #ifdef COMBINED |
765 | #define thegame fifteen |
766 | #endif |
767 | |
768 | const struct game thegame = { |
1d228b10 |
769 | "Fifteen", "games.fifteen", |
be8d5aa1 |
770 | default_params, |
771 | game_fetch_preset, |
772 | decode_params, |
773 | encode_params, |
774 | free_params, |
775 | dup_params, |
1d228b10 |
776 | TRUE, game_configure, custom_params, |
be8d5aa1 |
777 | validate_params, |
778 | new_game_seed, |
779 | validate_seed, |
780 | new_game, |
781 | dup_game, |
782 | free_game, |
af52394e |
783 | TRUE, game_text_format, |
be8d5aa1 |
784 | new_ui, |
785 | free_ui, |
786 | make_move, |
787 | game_size, |
788 | game_colours, |
789 | game_new_drawstate, |
790 | game_free_drawstate, |
791 | game_redraw, |
792 | game_anim_length, |
793 | game_flash_length, |
794 | game_wants_statusbar, |
795 | }; |