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