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> |
11 | #include <math.h> |
12 | |
13 | #include "puzzles.h" |
14 | |
15 | const char *const game_name = "Sixteen"; |
c8230524 |
16 | const int game_can_configure = TRUE; |
4efb3868 |
17 | |
18 | #define TILE_SIZE 48 |
19 | #define BORDER TILE_SIZE /* big border to fill with arrows */ |
20 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
21 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
22 | #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) |
23 | |
8c1fd974 |
24 | #define ANIM_TIME 0.13F |
25 | #define FLASH_FRAME 0.13F |
4efb3868 |
26 | |
27 | #define X(state, i) ( (i) % (state)->w ) |
28 | #define Y(state, i) ( (i) / (state)->w ) |
29 | #define C(state, x, y) ( (y) * (state)->w + (x) ) |
30 | |
31 | enum { |
32 | COL_BACKGROUND, |
33 | COL_TEXT, |
34 | COL_HIGHLIGHT, |
35 | COL_LOWLIGHT, |
36 | NCOLOURS |
37 | }; |
38 | |
39 | struct game_params { |
40 | int w, h; |
41 | }; |
42 | |
43 | struct game_state { |
44 | int w, h, n; |
45 | int *tiles; |
46 | int completed; |
fd1a1a2b |
47 | int movecount; |
c8230524 |
48 | int last_movement_sense; |
4efb3868 |
49 | }; |
50 | |
51 | game_params *default_params(void) |
52 | { |
53 | game_params *ret = snew(game_params); |
54 | |
55 | ret->w = ret->h = 4; |
56 | |
57 | return ret; |
58 | } |
59 | |
60 | int game_fetch_preset(int i, char **name, game_params **params) |
61 | { |
62 | game_params *ret; |
63 | int w, h; |
64 | char buf[80]; |
65 | |
66 | switch (i) { |
67 | case 0: w = 3, h = 3; break; |
68 | case 1: w = 4, h = 3; break; |
69 | case 2: w = 4, h = 4; break; |
70 | case 3: w = 5, h = 4; break; |
71 | case 4: w = 5, h = 5; break; |
72 | default: return FALSE; |
73 | } |
74 | |
75 | sprintf(buf, "%dx%d", w, h); |
76 | *name = dupstr(buf); |
77 | *params = ret = snew(game_params); |
78 | ret->w = w; |
79 | ret->h = h; |
80 | return TRUE; |
81 | } |
82 | |
83 | void free_params(game_params *params) |
84 | { |
85 | sfree(params); |
86 | } |
87 | |
88 | game_params *dup_params(game_params *params) |
89 | { |
90 | game_params *ret = snew(game_params); |
91 | *ret = *params; /* structure copy */ |
92 | return ret; |
93 | } |
94 | |
c8230524 |
95 | config_item *game_configure(game_params *params) |
96 | { |
97 | config_item *ret; |
98 | char buf[80]; |
99 | |
100 | ret = snewn(3, config_item); |
101 | |
102 | ret[0].name = "Width"; |
95709966 |
103 | ret[0].type = C_STRING; |
c8230524 |
104 | sprintf(buf, "%d", params->w); |
105 | ret[0].sval = dupstr(buf); |
106 | ret[0].ival = 0; |
107 | |
108 | ret[1].name = "Height"; |
95709966 |
109 | ret[1].type = C_STRING; |
c8230524 |
110 | sprintf(buf, "%d", params->h); |
111 | ret[1].sval = dupstr(buf); |
112 | ret[1].ival = 0; |
113 | |
114 | ret[2].name = NULL; |
95709966 |
115 | ret[2].type = C_END; |
c8230524 |
116 | ret[2].sval = NULL; |
117 | ret[2].ival = 0; |
118 | |
119 | return ret; |
120 | } |
121 | |
122 | game_params *custom_params(config_item *cfg) |
123 | { |
124 | game_params *ret = snew(game_params); |
125 | |
126 | ret->w = atoi(cfg[0].sval); |
127 | ret->h = atoi(cfg[1].sval); |
128 | |
129 | return ret; |
130 | } |
131 | |
132 | char *validate_params(game_params *params) |
133 | { |
134 | if (params->w < 2 && params->h < 2) |
135 | return "Width and height must both be at least two"; |
136 | |
137 | return NULL; |
138 | } |
139 | |
4efb3868 |
140 | int perm_parity(int *perm, int n) |
141 | { |
142 | int i, j, ret; |
143 | |
144 | ret = 0; |
145 | |
146 | for (i = 0; i < n-1; i++) |
147 | for (j = i+1; j < n; j++) |
148 | if (perm[i] > perm[j]) |
149 | ret = !ret; |
150 | |
151 | return ret; |
152 | } |
153 | |
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154 | char *new_game_seed(game_params *params, random_state *rs) |
4efb3868 |
155 | { |
156 | int stop, n, i, x; |
157 | int x1, x2, p1, p2; |
158 | int *tiles, *used; |
159 | char *ret; |
160 | int retlen; |
161 | |
162 | n = params->w * params->h; |
163 | |
164 | tiles = snewn(n, int); |
165 | used = snewn(n, int); |
166 | |
167 | for (i = 0; i < n; i++) { |
168 | tiles[i] = -1; |
169 | used[i] = FALSE; |
170 | } |
171 | |
172 | /* |
173 | * If both dimensions are odd, there is a parity constraint. |
174 | */ |
175 | if (params->w & params->h & 1) |
176 | stop = 2; |
177 | else |
178 | stop = 0; |
179 | |
180 | /* |
181 | * Place everything except (possibly) the last two tiles. |
182 | */ |
183 | for (x = 0, i = n; i > stop; i--) { |
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184 | int k = i > 1 ? random_upto(rs, i) : 0; |
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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 | if (stop) { |
201 | /* |
202 | * Find the last two locations, and the last two pieces. |
203 | */ |
204 | while (tiles[x] >= 0) |
205 | x++; |
206 | assert(x < n); |
207 | x1 = x; |
208 | x++; |
209 | while (tiles[x] >= 0) |
210 | x++; |
211 | assert(x < n); |
212 | x2 = x; |
213 | |
214 | for (i = 0; i < n; i++) |
215 | if (!used[i]) |
216 | break; |
217 | p1 = i; |
218 | for (i = p1+1; i < n; i++) |
219 | if (!used[i]) |
220 | break; |
221 | p2 = i; |
222 | |
223 | /* |
224 | * Try the last two tiles one way round. If that fails, swap |
225 | * them. |
226 | */ |
227 | tiles[x1] = p1; |
228 | tiles[x2] = p2; |
229 | if (perm_parity(tiles, n) != 0) { |
230 | tiles[x1] = p2; |
231 | tiles[x2] = p1; |
232 | assert(perm_parity(tiles, n) == 0); |
233 | } |
234 | } |
235 | |
236 | /* |
237 | * Now construct the game seed, by describing the tile array as |
238 | * a simple sequence of comma-separated integers. |
239 | */ |
240 | ret = NULL; |
241 | retlen = 0; |
242 | for (i = 0; i < n; i++) { |
243 | char buf[80]; |
244 | int k; |
245 | |
246 | k = sprintf(buf, "%d,", tiles[i]+1); |
247 | |
248 | ret = sresize(ret, retlen + k + 1, char); |
249 | strcpy(ret + retlen, buf); |
250 | retlen += k; |
251 | } |
252 | ret[retlen-1] = '\0'; /* delete last comma */ |
253 | |
254 | sfree(tiles); |
255 | sfree(used); |
256 | |
257 | return ret; |
258 | } |
259 | |
5928817c |
260 | |
261 | char *validate_seed(game_params *params, char *seed) |
262 | { |
263 | char *p, *err; |
264 | int i, area; |
265 | int *used; |
266 | |
267 | area = params->w * params->h; |
268 | p = seed; |
269 | err = NULL; |
270 | |
271 | used = snewn(area, int); |
272 | for (i = 0; i < area; i++) |
273 | used[i] = FALSE; |
274 | |
275 | for (i = 0; i < area; i++) { |
276 | char *q = p; |
277 | int n; |
278 | |
279 | if (*p < '0' || *p > '9') { |
280 | err = "Not enough numbers in string"; |
281 | goto leave; |
282 | } |
283 | while (*p >= '0' && *p <= '9') |
284 | p++; |
285 | if (i < area-1 && *p != ',') { |
286 | err = "Expected comma after number"; |
287 | goto leave; |
288 | } |
289 | else if (i == area-1 && *p) { |
290 | err = "Excess junk at end of string"; |
291 | goto leave; |
292 | } |
293 | n = atoi(q); |
294 | if (n < 1 || n > area) { |
295 | err = "Number out of range"; |
296 | goto leave; |
297 | } |
298 | if (used[n-1]) { |
299 | err = "Number used twice"; |
300 | goto leave; |
301 | } |
302 | used[n-1] = TRUE; |
303 | |
304 | if (*p) p++; /* eat comma */ |
305 | } |
306 | |
307 | leave: |
308 | sfree(used); |
309 | return err; |
310 | } |
311 | |
4efb3868 |
312 | game_state *new_game(game_params *params, char *seed) |
313 | { |
314 | game_state *state = snew(game_state); |
315 | int i; |
316 | char *p; |
317 | |
318 | state->w = params->w; |
319 | state->h = params->h; |
320 | state->n = params->w * params->h; |
321 | state->tiles = snewn(state->n, int); |
322 | |
323 | p = seed; |
324 | i = 0; |
325 | for (i = 0; i < state->n; i++) { |
326 | assert(*p); |
327 | state->tiles[i] = atoi(p); |
328 | while (*p && *p != ',') |
329 | p++; |
330 | if (*p) p++; /* eat comma */ |
331 | } |
332 | assert(!*p); |
333 | |
fd1a1a2b |
334 | state->completed = state->movecount = 0; |
c8230524 |
335 | state->last_movement_sense = 0; |
4efb3868 |
336 | |
337 | return state; |
338 | } |
339 | |
340 | game_state *dup_game(game_state *state) |
341 | { |
342 | game_state *ret = snew(game_state); |
343 | |
344 | ret->w = state->w; |
345 | ret->h = state->h; |
346 | ret->n = state->n; |
347 | ret->tiles = snewn(state->w * state->h, int); |
348 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
349 | ret->completed = state->completed; |
fd1a1a2b |
350 | ret->movecount = state->movecount; |
c8230524 |
351 | ret->last_movement_sense = state->last_movement_sense; |
4efb3868 |
352 | |
353 | return ret; |
354 | } |
355 | |
356 | void free_game(game_state *state) |
357 | { |
358 | sfree(state); |
359 | } |
360 | |
361 | game_state *make_move(game_state *from, int x, int y, int button) |
362 | { |
363 | int cx, cy; |
364 | int dx, dy, tx, ty, n; |
365 | game_state *ret; |
366 | |
367 | if (button != LEFT_BUTTON) |
368 | return NULL; |
369 | |
370 | cx = FROMCOORD(x); |
371 | cy = FROMCOORD(y); |
372 | if (cx == -1 && cy >= 0 && cy < from->h) |
373 | n = from->w, dx = +1, dy = 0; |
374 | else if (cx == from->w && cy >= 0 && cy < from->h) |
375 | n = from->w, dx = -1, dy = 0; |
376 | else if (cy == -1 && cx >= 0 && cx < from->w) |
377 | n = from->h, dy = +1, dx = 0; |
378 | else if (cy == from->h && cx >= 0 && cx < from->w) |
379 | n = from->h, dy = -1, dx = 0; |
380 | else |
381 | return NULL; /* invalid click location */ |
382 | |
383 | ret = dup_game(from); |
384 | |
385 | do { |
386 | cx += dx; |
387 | cy += dy; |
388 | tx = (cx + dx + from->w) % from->w; |
389 | ty = (cy + dy + from->h) % from->h; |
390 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
391 | } while (--n > 0); |
392 | |
fd1a1a2b |
393 | ret->movecount++; |
394 | |
c8230524 |
395 | ret->last_movement_sense = -(dx+dy); |
396 | |
4efb3868 |
397 | /* |
398 | * See if the game has been completed. |
399 | */ |
400 | if (!ret->completed) { |
fd1a1a2b |
401 | ret->completed = ret->movecount; |
4efb3868 |
402 | for (n = 0; n < ret->n; n++) |
403 | if (ret->tiles[n] != n+1) |
404 | ret->completed = FALSE; |
405 | } |
406 | |
407 | return ret; |
408 | } |
409 | |
410 | /* ---------------------------------------------------------------------- |
411 | * Drawing routines. |
412 | */ |
413 | |
414 | struct game_drawstate { |
415 | int started; |
416 | int w, h, bgcolour; |
417 | int *tiles; |
418 | }; |
419 | |
420 | void game_size(game_params *params, int *x, int *y) |
421 | { |
422 | *x = TILE_SIZE * params->w + 2 * BORDER; |
423 | *y = TILE_SIZE * params->h + 2 * BORDER; |
424 | } |
425 | |
426 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
427 | { |
428 | float *ret = snewn(3 * NCOLOURS, float); |
429 | int i; |
430 | float max; |
431 | |
432 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
433 | |
434 | /* |
435 | * Drop the background colour so that the highlight is |
436 | * noticeably brighter than it while still being under 1. |
437 | */ |
438 | max = ret[COL_BACKGROUND*3]; |
439 | for (i = 1; i < 3; i++) |
440 | if (ret[COL_BACKGROUND*3+i] > max) |
441 | max = ret[COL_BACKGROUND*3+i]; |
442 | if (max * 1.2F > 1.0F) { |
443 | for (i = 0; i < 3; i++) |
444 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
445 | } |
446 | |
447 | for (i = 0; i < 3; i++) { |
448 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
449 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
450 | ret[COL_TEXT * 3 + i] = 0.0; |
451 | } |
452 | |
453 | *ncolours = NCOLOURS; |
454 | return ret; |
455 | } |
456 | |
457 | game_drawstate *game_new_drawstate(game_state *state) |
458 | { |
459 | struct game_drawstate *ds = snew(struct game_drawstate); |
460 | int i; |
461 | |
462 | ds->started = FALSE; |
463 | ds->w = state->w; |
464 | ds->h = state->h; |
465 | ds->bgcolour = COL_BACKGROUND; |
466 | ds->tiles = snewn(ds->w*ds->h, int); |
467 | for (i = 0; i < ds->w*ds->h; i++) |
468 | ds->tiles[i] = -1; |
469 | |
470 | return ds; |
471 | } |
472 | |
473 | void game_free_drawstate(game_drawstate *ds) |
474 | { |
475 | sfree(ds->tiles); |
476 | sfree(ds); |
477 | } |
478 | |
479 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
480 | int tile, int flash_colour) |
481 | { |
482 | if (tile == 0) { |
483 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
484 | flash_colour); |
485 | } else { |
486 | int coords[6]; |
487 | char str[40]; |
488 | |
489 | coords[0] = x + TILE_SIZE - 1; |
490 | coords[1] = y + TILE_SIZE - 1; |
491 | coords[2] = x + TILE_SIZE - 1; |
492 | coords[3] = y; |
493 | coords[4] = x; |
494 | coords[5] = y + TILE_SIZE - 1; |
495 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
496 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
497 | |
498 | coords[0] = x; |
499 | coords[1] = y; |
500 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
501 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
502 | |
503 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
504 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
505 | flash_colour); |
506 | |
507 | sprintf(str, "%d", tile); |
508 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
509 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
510 | COL_TEXT, str); |
511 | } |
512 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
513 | } |
514 | |
515 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
516 | { |
517 | int coords[14]; |
518 | int ydy = -xdx, ydx = xdy; |
519 | |
520 | #define POINT(n, xx, yy) ( \ |
521 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
522 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
523 | |
524 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
525 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
526 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
527 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
528 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
529 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
530 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
531 | |
532 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
533 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
534 | } |
535 | |
536 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
537 | game_state *state, float animtime, float flashtime) |
538 | { |
b443c381 |
539 | int i, bgcolour; |
4efb3868 |
540 | |
541 | if (flashtime > 0) { |
542 | int frame = (int)(flashtime / FLASH_FRAME); |
543 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
544 | } else |
545 | bgcolour = COL_BACKGROUND; |
546 | |
547 | if (!ds->started) { |
548 | int coords[6]; |
549 | |
550 | draw_rect(fe, 0, 0, |
551 | TILE_SIZE * state->w + 2 * BORDER, |
552 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
553 | draw_update(fe, 0, 0, |
554 | TILE_SIZE * state->w + 2 * BORDER, |
555 | TILE_SIZE * state->h + 2 * BORDER); |
556 | |
557 | /* |
558 | * Recessed area containing the whole puzzle. |
559 | */ |
560 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
561 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
562 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
563 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
564 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
565 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
566 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
567 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
568 | |
569 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
570 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
571 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
572 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
573 | |
574 | /* |
575 | * Arrows for making moves. |
576 | */ |
577 | for (i = 0; i < state->w; i++) { |
578 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
579 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
580 | } |
581 | for (i = 0; i < state->h; i++) { |
582 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
583 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
584 | } |
585 | |
586 | ds->started = TRUE; |
587 | } |
588 | |
589 | /* |
b443c381 |
590 | * Now draw each tile. |
4efb3868 |
591 | */ |
592 | |
593 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
594 | |
b443c381 |
595 | for (i = 0; i < state->n; i++) { |
596 | int t, t0; |
597 | /* |
598 | * Figure out what should be displayed at this |
599 | * location. It's either a simple tile, or it's a |
600 | * transition between two tiles (in which case we say |
601 | * -1 because it must always be drawn). |
602 | */ |
603 | |
604 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
605 | t = -1; |
606 | else |
607 | t = state->tiles[i]; |
608 | |
609 | t0 = t; |
610 | |
611 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
612 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
613 | int x, y, x2, y2; |
614 | |
615 | /* |
616 | * Figure out what to _actually_ draw, and where to |
617 | * draw it. |
618 | */ |
619 | if (t == -1) { |
620 | int x0, y0, x1, y1, dx, dy; |
621 | int j; |
622 | float c; |
623 | int sense; |
624 | |
625 | if (oldstate && state->movecount < oldstate->movecount) |
626 | sense = -oldstate->last_movement_sense; |
627 | else |
628 | sense = state->last_movement_sense; |
629 | |
630 | t = state->tiles[i]; |
631 | |
632 | /* |
633 | * FIXME: must be prepared to draw a double |
634 | * tile in some situations. |
635 | */ |
636 | |
637 | /* |
638 | * Find the coordinates of this tile in the old and |
639 | * new states. |
640 | */ |
641 | x1 = COORD(X(state, i)); |
642 | y1 = COORD(Y(state, i)); |
643 | for (j = 0; j < oldstate->n; j++) |
644 | if (oldstate->tiles[j] == state->tiles[i]) |
645 | break; |
646 | assert(j < oldstate->n); |
647 | x0 = COORD(X(state, j)); |
648 | y0 = COORD(Y(state, j)); |
649 | |
650 | dx = (x1 - x0); |
651 | if (dx != 0 && |
652 | dx != TILE_SIZE * sense) { |
653 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
654 | dx - TILE_SIZE * state->w); |
655 | assert(abs(dx) == TILE_SIZE); |
656 | } |
657 | dy = (y1 - y0); |
658 | if (dy != 0 && |
659 | dy != TILE_SIZE * sense) { |
660 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
661 | dy - TILE_SIZE * state->h); |
662 | assert(abs(dy) == TILE_SIZE); |
663 | } |
664 | |
665 | c = (animtime / ANIM_TIME); |
666 | if (c < 0.0F) c = 0.0F; |
667 | if (c > 1.0F) c = 1.0F; |
668 | |
669 | x = x0 + (int)(c * dx); |
670 | y = y0 + (int)(c * dy); |
671 | x2 = x1 - dx + (int)(c * dx); |
672 | y2 = y1 - dy + (int)(c * dy); |
673 | } else { |
674 | x = COORD(X(state, i)); |
675 | y = COORD(Y(state, i)); |
676 | x2 = y2 = -1; |
677 | } |
678 | |
679 | draw_tile(fe, state, x, y, t, bgcolour); |
680 | if (x2 != -1 || y2 != -1) |
681 | draw_tile(fe, state, x2, y2, t, bgcolour); |
682 | } |
683 | ds->tiles[i] = t0; |
4efb3868 |
684 | } |
685 | |
686 | unclip(fe); |
687 | |
688 | ds->bgcolour = bgcolour; |
fd1a1a2b |
689 | |
690 | /* |
691 | * Update the status bar. |
692 | */ |
693 | { |
694 | char statusbuf[256]; |
695 | |
d108c342 |
696 | /* |
697 | * Don't show the new status until we're also showing the |
698 | * new _state_ - after the game animation is complete. |
699 | */ |
700 | if (oldstate) |
701 | state = oldstate; |
702 | |
fd1a1a2b |
703 | sprintf(statusbuf, "%sMoves: %d", |
704 | (state->completed ? "COMPLETED! " : ""), |
705 | (state->completed ? state->completed : state->movecount)); |
706 | |
707 | status_bar(fe, statusbuf); |
708 | } |
4efb3868 |
709 | } |
710 | |
711 | float game_anim_length(game_state *oldstate, game_state *newstate) |
712 | { |
713 | return ANIM_TIME; |
714 | } |
715 | |
716 | float game_flash_length(game_state *oldstate, game_state *newstate) |
717 | { |
718 | if (!oldstate->completed && newstate->completed) |
719 | return 2 * FLASH_FRAME; |
720 | else |
721 | return 0.0F; |
722 | } |
fd1a1a2b |
723 | |
724 | int game_wants_statusbar(void) |
725 | { |
726 | return TRUE; |
727 | } |