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--) { |
48d70ca9 |
184 | int k = i > 1 ? random_upto(rs, i) : 0; |
4efb3868 |
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 | |
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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; |
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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 | |
74a4e547 |
361 | game_ui *new_ui(game_state *state) |
362 | { |
363 | return NULL; |
364 | } |
365 | |
366 | void free_ui(game_ui *ui) |
367 | { |
368 | } |
369 | |
370 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
4efb3868 |
371 | { |
372 | int cx, cy; |
373 | int dx, dy, tx, ty, n; |
374 | game_state *ret; |
375 | |
376 | if (button != LEFT_BUTTON) |
377 | return NULL; |
378 | |
379 | cx = FROMCOORD(x); |
380 | cy = FROMCOORD(y); |
381 | if (cx == -1 && cy >= 0 && cy < from->h) |
382 | n = from->w, dx = +1, dy = 0; |
383 | else if (cx == from->w && cy >= 0 && cy < from->h) |
384 | n = from->w, dx = -1, dy = 0; |
385 | else if (cy == -1 && cx >= 0 && cx < from->w) |
386 | n = from->h, dy = +1, dx = 0; |
387 | else if (cy == from->h && cx >= 0 && cx < from->w) |
388 | n = from->h, dy = -1, dx = 0; |
389 | else |
390 | return NULL; /* invalid click location */ |
391 | |
392 | ret = dup_game(from); |
393 | |
394 | do { |
395 | cx += dx; |
396 | cy += dy; |
397 | tx = (cx + dx + from->w) % from->w; |
398 | ty = (cy + dy + from->h) % from->h; |
399 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
400 | } while (--n > 0); |
401 | |
fd1a1a2b |
402 | ret->movecount++; |
403 | |
c8230524 |
404 | ret->last_movement_sense = -(dx+dy); |
405 | |
4efb3868 |
406 | /* |
407 | * See if the game has been completed. |
408 | */ |
409 | if (!ret->completed) { |
fd1a1a2b |
410 | ret->completed = ret->movecount; |
4efb3868 |
411 | for (n = 0; n < ret->n; n++) |
412 | if (ret->tiles[n] != n+1) |
413 | ret->completed = FALSE; |
414 | } |
415 | |
416 | return ret; |
417 | } |
418 | |
419 | /* ---------------------------------------------------------------------- |
420 | * Drawing routines. |
421 | */ |
422 | |
423 | struct game_drawstate { |
424 | int started; |
425 | int w, h, bgcolour; |
426 | int *tiles; |
427 | }; |
428 | |
429 | void game_size(game_params *params, int *x, int *y) |
430 | { |
431 | *x = TILE_SIZE * params->w + 2 * BORDER; |
432 | *y = TILE_SIZE * params->h + 2 * BORDER; |
433 | } |
434 | |
435 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
436 | { |
437 | float *ret = snewn(3 * NCOLOURS, float); |
438 | int i; |
439 | float max; |
440 | |
441 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
442 | |
443 | /* |
444 | * Drop the background colour so that the highlight is |
445 | * noticeably brighter than it while still being under 1. |
446 | */ |
447 | max = ret[COL_BACKGROUND*3]; |
448 | for (i = 1; i < 3; i++) |
449 | if (ret[COL_BACKGROUND*3+i] > max) |
450 | max = ret[COL_BACKGROUND*3+i]; |
451 | if (max * 1.2F > 1.0F) { |
452 | for (i = 0; i < 3; i++) |
453 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
454 | } |
455 | |
456 | for (i = 0; i < 3; i++) { |
457 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
458 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
459 | ret[COL_TEXT * 3 + i] = 0.0; |
460 | } |
461 | |
462 | *ncolours = NCOLOURS; |
463 | return ret; |
464 | } |
465 | |
466 | game_drawstate *game_new_drawstate(game_state *state) |
467 | { |
468 | struct game_drawstate *ds = snew(struct game_drawstate); |
469 | int i; |
470 | |
471 | ds->started = FALSE; |
472 | ds->w = state->w; |
473 | ds->h = state->h; |
474 | ds->bgcolour = COL_BACKGROUND; |
475 | ds->tiles = snewn(ds->w*ds->h, int); |
476 | for (i = 0; i < ds->w*ds->h; i++) |
477 | ds->tiles[i] = -1; |
478 | |
479 | return ds; |
480 | } |
481 | |
482 | void game_free_drawstate(game_drawstate *ds) |
483 | { |
484 | sfree(ds->tiles); |
485 | sfree(ds); |
486 | } |
487 | |
488 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
489 | int tile, int flash_colour) |
490 | { |
491 | if (tile == 0) { |
492 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
493 | flash_colour); |
494 | } else { |
495 | int coords[6]; |
496 | char str[40]; |
497 | |
498 | coords[0] = x + TILE_SIZE - 1; |
499 | coords[1] = y + TILE_SIZE - 1; |
500 | coords[2] = x + TILE_SIZE - 1; |
501 | coords[3] = y; |
502 | coords[4] = x; |
503 | coords[5] = y + TILE_SIZE - 1; |
504 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
505 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
506 | |
507 | coords[0] = x; |
508 | coords[1] = y; |
509 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
510 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
511 | |
512 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
513 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
514 | flash_colour); |
515 | |
516 | sprintf(str, "%d", tile); |
517 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
518 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
519 | COL_TEXT, str); |
520 | } |
521 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
522 | } |
523 | |
524 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
525 | { |
526 | int coords[14]; |
527 | int ydy = -xdx, ydx = xdy; |
528 | |
529 | #define POINT(n, xx, yy) ( \ |
530 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
531 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
532 | |
533 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
534 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
535 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
536 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
537 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
538 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
539 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
540 | |
541 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
542 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
543 | } |
544 | |
545 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
74a4e547 |
546 | game_state *state, game_ui *ui, |
547 | float animtime, float flashtime) |
4efb3868 |
548 | { |
b443c381 |
549 | int i, bgcolour; |
4efb3868 |
550 | |
551 | if (flashtime > 0) { |
552 | int frame = (int)(flashtime / FLASH_FRAME); |
553 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
554 | } else |
555 | bgcolour = COL_BACKGROUND; |
556 | |
557 | if (!ds->started) { |
558 | int coords[6]; |
559 | |
560 | draw_rect(fe, 0, 0, |
561 | TILE_SIZE * state->w + 2 * BORDER, |
562 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
563 | draw_update(fe, 0, 0, |
564 | TILE_SIZE * state->w + 2 * BORDER, |
565 | TILE_SIZE * state->h + 2 * BORDER); |
566 | |
567 | /* |
568 | * Recessed area containing the whole puzzle. |
569 | */ |
570 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
571 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
572 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
573 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
574 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
575 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
576 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
577 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
578 | |
579 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
580 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
581 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
582 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
583 | |
584 | /* |
585 | * Arrows for making moves. |
586 | */ |
587 | for (i = 0; i < state->w; i++) { |
588 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
589 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
590 | } |
591 | for (i = 0; i < state->h; i++) { |
592 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
593 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
594 | } |
595 | |
596 | ds->started = TRUE; |
597 | } |
598 | |
599 | /* |
b443c381 |
600 | * Now draw each tile. |
4efb3868 |
601 | */ |
602 | |
603 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
604 | |
b443c381 |
605 | for (i = 0; i < state->n; i++) { |
606 | int t, t0; |
607 | /* |
608 | * Figure out what should be displayed at this |
609 | * location. It's either a simple tile, or it's a |
610 | * transition between two tiles (in which case we say |
611 | * -1 because it must always be drawn). |
612 | */ |
613 | |
614 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
615 | t = -1; |
616 | else |
617 | t = state->tiles[i]; |
618 | |
619 | t0 = t; |
620 | |
621 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
622 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
623 | int x, y, x2, y2; |
624 | |
625 | /* |
626 | * Figure out what to _actually_ draw, and where to |
627 | * draw it. |
628 | */ |
629 | if (t == -1) { |
630 | int x0, y0, x1, y1, dx, dy; |
631 | int j; |
632 | float c; |
633 | int sense; |
634 | |
635 | if (oldstate && state->movecount < oldstate->movecount) |
636 | sense = -oldstate->last_movement_sense; |
637 | else |
638 | sense = state->last_movement_sense; |
639 | |
640 | t = state->tiles[i]; |
641 | |
642 | /* |
643 | * FIXME: must be prepared to draw a double |
644 | * tile in some situations. |
645 | */ |
646 | |
647 | /* |
648 | * Find the coordinates of this tile in the old and |
649 | * new states. |
650 | */ |
651 | x1 = COORD(X(state, i)); |
652 | y1 = COORD(Y(state, i)); |
653 | for (j = 0; j < oldstate->n; j++) |
654 | if (oldstate->tiles[j] == state->tiles[i]) |
655 | break; |
656 | assert(j < oldstate->n); |
657 | x0 = COORD(X(state, j)); |
658 | y0 = COORD(Y(state, j)); |
659 | |
660 | dx = (x1 - x0); |
661 | if (dx != 0 && |
662 | dx != TILE_SIZE * sense) { |
663 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
664 | dx - TILE_SIZE * state->w); |
665 | assert(abs(dx) == TILE_SIZE); |
666 | } |
667 | dy = (y1 - y0); |
668 | if (dy != 0 && |
669 | dy != TILE_SIZE * sense) { |
670 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
671 | dy - TILE_SIZE * state->h); |
672 | assert(abs(dy) == TILE_SIZE); |
673 | } |
674 | |
675 | c = (animtime / ANIM_TIME); |
676 | if (c < 0.0F) c = 0.0F; |
677 | if (c > 1.0F) c = 1.0F; |
678 | |
679 | x = x0 + (int)(c * dx); |
680 | y = y0 + (int)(c * dy); |
681 | x2 = x1 - dx + (int)(c * dx); |
682 | y2 = y1 - dy + (int)(c * dy); |
683 | } else { |
684 | x = COORD(X(state, i)); |
685 | y = COORD(Y(state, i)); |
686 | x2 = y2 = -1; |
687 | } |
688 | |
689 | draw_tile(fe, state, x, y, t, bgcolour); |
690 | if (x2 != -1 || y2 != -1) |
691 | draw_tile(fe, state, x2, y2, t, bgcolour); |
692 | } |
693 | ds->tiles[i] = t0; |
4efb3868 |
694 | } |
695 | |
696 | unclip(fe); |
697 | |
698 | ds->bgcolour = bgcolour; |
fd1a1a2b |
699 | |
700 | /* |
701 | * Update the status bar. |
702 | */ |
703 | { |
704 | char statusbuf[256]; |
705 | |
d108c342 |
706 | /* |
707 | * Don't show the new status until we're also showing the |
708 | * new _state_ - after the game animation is complete. |
709 | */ |
710 | if (oldstate) |
711 | state = oldstate; |
712 | |
fd1a1a2b |
713 | sprintf(statusbuf, "%sMoves: %d", |
714 | (state->completed ? "COMPLETED! " : ""), |
715 | (state->completed ? state->completed : state->movecount)); |
716 | |
717 | status_bar(fe, statusbuf); |
718 | } |
4efb3868 |
719 | } |
720 | |
721 | float game_anim_length(game_state *oldstate, game_state *newstate) |
722 | { |
723 | return ANIM_TIME; |
724 | } |
725 | |
726 | float game_flash_length(game_state *oldstate, game_state *newstate) |
727 | { |
728 | if (!oldstate->completed && newstate->completed) |
729 | return 2 * FLASH_FRAME; |
730 | else |
731 | return 0.0F; |
732 | } |
fd1a1a2b |
733 | |
734 | int game_wants_statusbar(void) |
735 | { |
736 | return TRUE; |
737 | } |