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; |
2ac6d24e |
44 | int just_used_solve; /* used to suppress undo animation */ |
45 | int used_solve; /* used to suppress completion flash */ |
fd1a1a2b |
46 | int movecount; |
4efb3868 |
47 | }; |
48 | |
be8d5aa1 |
49 | static game_params *default_params(void) |
4efb3868 |
50 | { |
51 | game_params *ret = snew(game_params); |
52 | |
53 | ret->w = ret->h = 4; |
54 | |
55 | return ret; |
56 | } |
57 | |
be8d5aa1 |
58 | static int game_fetch_preset(int i, char **name, game_params **params) |
4efb3868 |
59 | { |
60 | return FALSE; |
61 | } |
62 | |
be8d5aa1 |
63 | static void free_params(game_params *params) |
4efb3868 |
64 | { |
65 | sfree(params); |
66 | } |
67 | |
be8d5aa1 |
68 | static game_params *dup_params(game_params *params) |
4efb3868 |
69 | { |
70 | game_params *ret = snew(game_params); |
71 | *ret = *params; /* structure copy */ |
72 | return ret; |
73 | } |
74 | |
be8d5aa1 |
75 | static game_params *decode_params(char const *string) |
b0e26073 |
76 | { |
77 | game_params *ret = default_params(); |
78 | |
79 | ret->w = ret->h = atoi(string); |
80 | while (*string && isdigit(*string)) string++; |
81 | if (*string == 'x') { |
82 | string++; |
83 | ret->h = atoi(string); |
84 | } |
85 | |
86 | return ret; |
87 | } |
88 | |
be8d5aa1 |
89 | static char *encode_params(game_params *params) |
b0e26073 |
90 | { |
91 | char data[256]; |
92 | |
93 | sprintf(data, "%dx%d", params->w, params->h); |
94 | |
95 | return dupstr(data); |
96 | } |
97 | |
be8d5aa1 |
98 | static config_item *game_configure(game_params *params) |
c8230524 |
99 | { |
100 | config_item *ret; |
101 | char buf[80]; |
102 | |
103 | ret = snewn(3, config_item); |
104 | |
105 | ret[0].name = "Width"; |
95709966 |
106 | ret[0].type = C_STRING; |
c8230524 |
107 | sprintf(buf, "%d", params->w); |
108 | ret[0].sval = dupstr(buf); |
109 | ret[0].ival = 0; |
110 | |
111 | ret[1].name = "Height"; |
95709966 |
112 | ret[1].type = C_STRING; |
c8230524 |
113 | sprintf(buf, "%d", params->h); |
114 | ret[1].sval = dupstr(buf); |
115 | ret[1].ival = 0; |
116 | |
117 | ret[2].name = NULL; |
95709966 |
118 | ret[2].type = C_END; |
c8230524 |
119 | ret[2].sval = NULL; |
120 | ret[2].ival = 0; |
121 | |
122 | return ret; |
123 | } |
124 | |
be8d5aa1 |
125 | static game_params *custom_params(config_item *cfg) |
c8230524 |
126 | { |
127 | game_params *ret = snew(game_params); |
128 | |
129 | ret->w = atoi(cfg[0].sval); |
130 | ret->h = atoi(cfg[1].sval); |
131 | |
132 | return ret; |
133 | } |
134 | |
be8d5aa1 |
135 | static char *validate_params(game_params *params) |
c8230524 |
136 | { |
137 | if (params->w < 2 && params->h < 2) |
138 | return "Width and height must both be at least two"; |
139 | |
140 | return NULL; |
141 | } |
142 | |
be8d5aa1 |
143 | static int perm_parity(int *perm, int n) |
4efb3868 |
144 | { |
145 | int i, j, ret; |
146 | |
147 | ret = 0; |
148 | |
149 | for (i = 0; i < n-1; i++) |
150 | for (j = i+1; j < n; j++) |
151 | if (perm[i] > perm[j]) |
152 | ret = !ret; |
153 | |
154 | return ret; |
155 | } |
156 | |
6f2d8d7c |
157 | static char *new_game_seed(game_params *params, random_state *rs, |
158 | game_aux_info **aux) |
4efb3868 |
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 | |
48d70ca9 |
176 | gap = random_upto(rs, n); |
4efb3868 |
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--) { |
48d70ca9 |
184 | int k = random_upto(rs, i); |
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 | /* |
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 | * |
d3a026ed |
226 | * - The chessboard parity ((x^y)&1) of the gap square. The |
227 | * bottom right counts as even. |
4efb3868 |
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; |
4efb3868 |
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 | |
2ac6d24e |
273 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
274 | { |
275 | assert(!"Shouldn't happen"); |
276 | } |
277 | |
be8d5aa1 |
278 | static char *validate_seed(game_params *params, char *seed) |
5928817c |
279 | { |
280 | char *p, *err; |
281 | int i, area; |
282 | int *used; |
283 | |
284 | area = params->w * params->h; |
285 | p = seed; |
286 | err = NULL; |
287 | |
288 | used = snewn(area, int); |
289 | for (i = 0; i < area; i++) |
290 | used[i] = FALSE; |
291 | |
292 | for (i = 0; i < area; i++) { |
293 | char *q = p; |
294 | int n; |
295 | |
296 | if (*p < '0' || *p > '9') { |
297 | err = "Not enough numbers in string"; |
298 | goto leave; |
299 | } |
300 | while (*p >= '0' && *p <= '9') |
301 | p++; |
302 | if (i < area-1 && *p != ',') { |
303 | err = "Expected comma after number"; |
304 | goto leave; |
305 | } |
306 | else if (i == area-1 && *p) { |
307 | err = "Excess junk at end of string"; |
308 | goto leave; |
309 | } |
310 | n = atoi(q); |
311 | if (n < 0 || n >= area) { |
312 | err = "Number out of range"; |
313 | goto leave; |
314 | } |
315 | if (used[n]) { |
316 | err = "Number used twice"; |
317 | goto leave; |
318 | } |
319 | used[n] = TRUE; |
320 | |
321 | if (*p) p++; /* eat comma */ |
322 | } |
323 | |
324 | leave: |
325 | sfree(used); |
326 | return err; |
327 | } |
328 | |
be8d5aa1 |
329 | static game_state *new_game(game_params *params, char *seed) |
4efb3868 |
330 | { |
331 | game_state *state = snew(game_state); |
332 | int i; |
333 | char *p; |
334 | |
335 | state->w = params->w; |
336 | state->h = params->h; |
337 | state->n = params->w * params->h; |
338 | state->tiles = snewn(state->n, int); |
339 | |
340 | state->gap_pos = 0; |
341 | p = seed; |
342 | i = 0; |
343 | for (i = 0; i < state->n; i++) { |
344 | assert(*p); |
345 | state->tiles[i] = atoi(p); |
346 | if (state->tiles[i] == 0) |
347 | state->gap_pos = i; |
348 | while (*p && *p != ',') |
349 | p++; |
350 | if (*p) p++; /* eat comma */ |
351 | } |
352 | assert(!*p); |
353 | assert(state->tiles[state->gap_pos] == 0); |
354 | |
fd1a1a2b |
355 | state->completed = state->movecount = 0; |
2ac6d24e |
356 | state->used_solve = state->just_used_solve = FALSE; |
4efb3868 |
357 | |
358 | return state; |
359 | } |
360 | |
be8d5aa1 |
361 | static game_state *dup_game(game_state *state) |
4efb3868 |
362 | { |
363 | game_state *ret = snew(game_state); |
364 | |
365 | ret->w = state->w; |
366 | ret->h = state->h; |
367 | ret->n = state->n; |
368 | ret->tiles = snewn(state->w * state->h, int); |
369 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
370 | ret->gap_pos = state->gap_pos; |
371 | ret->completed = state->completed; |
fd1a1a2b |
372 | ret->movecount = state->movecount; |
2ac6d24e |
373 | ret->used_solve = state->used_solve; |
374 | ret->just_used_solve = state->just_used_solve; |
4efb3868 |
375 | |
376 | return ret; |
377 | } |
378 | |
be8d5aa1 |
379 | static void free_game(game_state *state) |
4efb3868 |
380 | { |
381 | sfree(state); |
382 | } |
383 | |
2ac6d24e |
384 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
385 | char **error) |
386 | { |
387 | game_state *ret = dup_game(state); |
388 | int i; |
389 | |
390 | /* |
391 | * Simply replace the grid with a solved one. For this game, |
392 | * this isn't a useful operation for actually telling the user |
393 | * what they should have done, but it is useful for |
394 | * conveniently being able to get hold of a clean state from |
395 | * which to practise manoeuvres. |
396 | */ |
397 | for (i = 0; i < ret->n; i++) |
398 | ret->tiles[i] = (i+1) % ret->n; |
399 | ret->gap_pos = ret->n-1; |
400 | ret->used_solve = ret->just_used_solve = TRUE; |
401 | ret->completed = ret->movecount; |
402 | |
403 | return ret; |
404 | } |
405 | |
9b4b03d3 |
406 | static char *game_text_format(game_state *state) |
407 | { |
af52394e |
408 | char *ret, *p, buf[80]; |
409 | int x, y, col, maxlen; |
410 | |
411 | /* |
412 | * First work out how many characters we need to display each |
413 | * number. |
414 | */ |
415 | col = sprintf(buf, "%d", state->n-1); |
416 | |
417 | /* |
418 | * Now we know the exact total size of the grid we're going to |
419 | * produce: it's got h rows, each containing w lots of col, w-1 |
420 | * spaces and a trailing newline. |
421 | */ |
422 | maxlen = state->h * state->w * (col+1); |
423 | |
48a10826 |
424 | ret = snewn(maxlen+1, char); |
af52394e |
425 | p = ret; |
426 | |
427 | for (y = 0; y < state->h; y++) { |
428 | for (x = 0; x < state->w; x++) { |
429 | int v = state->tiles[state->w*y+x]; |
430 | if (v == 0) |
431 | sprintf(buf, "%*s", col, ""); |
432 | else |
433 | sprintf(buf, "%*d", col, v); |
434 | memcpy(p, buf, col); |
435 | p += col; |
436 | if (x+1 == state->w) |
437 | *p++ = '\n'; |
438 | else |
439 | *p++ = ' '; |
440 | } |
441 | } |
442 | |
443 | assert(p - ret == maxlen); |
444 | *p = '\0'; |
445 | return ret; |
9b4b03d3 |
446 | } |
447 | |
be8d5aa1 |
448 | static game_ui *new_ui(game_state *state) |
74a4e547 |
449 | { |
450 | return NULL; |
451 | } |
452 | |
be8d5aa1 |
453 | static void free_ui(game_ui *ui) |
74a4e547 |
454 | { |
455 | } |
456 | |
be8d5aa1 |
457 | static game_state *make_move(game_state *from, game_ui *ui, |
458 | int x, int y, int button) |
4efb3868 |
459 | { |
460 | int gx, gy, dx, dy, ux, uy, up, p; |
461 | game_state *ret; |
462 | |
463 | gx = X(from, from->gap_pos); |
464 | gy = Y(from, from->gap_pos); |
465 | |
466 | if (button == CURSOR_RIGHT && gx > 0) |
467 | dx = gx - 1, dy = gy; |
468 | else if (button == CURSOR_LEFT && gx < from->w-1) |
469 | dx = gx + 1, dy = gy; |
470 | else if (button == CURSOR_DOWN && gy > 0) |
471 | dy = gy - 1, dx = gx; |
472 | else if (button == CURSOR_UP && gy < from->h-1) |
473 | dy = gy + 1, dx = gx; |
474 | else if (button == LEFT_BUTTON) { |
475 | dx = FROMCOORD(x); |
476 | dy = FROMCOORD(y); |
477 | if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) |
478 | return NULL; /* out of bounds */ |
479 | /* |
480 | * Any click location should be equal to the gap location |
481 | * in _precisely_ one coordinate. |
482 | */ |
483 | if ((dx == gx && dy == gy) || (dx != gx && dy != gy)) |
484 | return NULL; |
485 | } else |
486 | return NULL; /* no move */ |
487 | |
488 | /* |
489 | * Find the unit displacement from the original gap |
490 | * position towards this one. |
491 | */ |
492 | ux = (dx < gx ? -1 : dx > gx ? +1 : 0); |
493 | uy = (dy < gy ? -1 : dy > gy ? +1 : 0); |
494 | up = C(from, ux, uy); |
495 | |
496 | ret = dup_game(from); |
2ac6d24e |
497 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
4efb3868 |
498 | |
499 | ret->gap_pos = C(from, dx, dy); |
500 | assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n); |
501 | |
502 | ret->tiles[ret->gap_pos] = 0; |
503 | |
504 | for (p = from->gap_pos; p != ret->gap_pos; p += up) { |
505 | assert(p >= 0 && p < from->n); |
506 | ret->tiles[p] = from->tiles[p + up]; |
fd1a1a2b |
507 | ret->movecount++; |
4efb3868 |
508 | } |
509 | |
510 | /* |
511 | * See if the game has been completed. |
512 | */ |
513 | if (!ret->completed) { |
fd1a1a2b |
514 | ret->completed = ret->movecount; |
4efb3868 |
515 | for (p = 0; p < ret->n; p++) |
516 | if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0)) |
fd1a1a2b |
517 | ret->completed = 0; |
4efb3868 |
518 | } |
519 | |
520 | return ret; |
521 | } |
522 | |
523 | /* ---------------------------------------------------------------------- |
524 | * Drawing routines. |
525 | */ |
526 | |
527 | struct game_drawstate { |
528 | int started; |
529 | int w, h, bgcolour; |
530 | int *tiles; |
531 | }; |
532 | |
be8d5aa1 |
533 | static void game_size(game_params *params, int *x, int *y) |
4efb3868 |
534 | { |
535 | *x = TILE_SIZE * params->w + 2 * BORDER; |
536 | *y = TILE_SIZE * params->h + 2 * BORDER; |
537 | } |
538 | |
be8d5aa1 |
539 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
4efb3868 |
540 | { |
541 | float *ret = snewn(3 * NCOLOURS, float); |
542 | int i; |
543 | float max; |
544 | |
545 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
546 | |
547 | /* |
548 | * Drop the background colour so that the highlight is |
549 | * noticeably brighter than it while still being under 1. |
550 | */ |
551 | max = ret[COL_BACKGROUND*3]; |
552 | for (i = 1; i < 3; i++) |
553 | if (ret[COL_BACKGROUND*3+i] > max) |
554 | max = ret[COL_BACKGROUND*3+i]; |
555 | if (max * 1.2F > 1.0F) { |
556 | for (i = 0; i < 3; i++) |
557 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
558 | } |
559 | |
560 | for (i = 0; i < 3; i++) { |
561 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
562 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
563 | ret[COL_TEXT * 3 + i] = 0.0; |
564 | } |
565 | |
566 | *ncolours = NCOLOURS; |
567 | return ret; |
568 | } |
569 | |
be8d5aa1 |
570 | static game_drawstate *game_new_drawstate(game_state *state) |
4efb3868 |
571 | { |
572 | struct game_drawstate *ds = snew(struct game_drawstate); |
573 | int i; |
574 | |
575 | ds->started = FALSE; |
576 | ds->w = state->w; |
577 | ds->h = state->h; |
578 | ds->bgcolour = COL_BACKGROUND; |
579 | ds->tiles = snewn(ds->w*ds->h, int); |
580 | for (i = 0; i < ds->w*ds->h; i++) |
581 | ds->tiles[i] = -1; |
582 | |
583 | return ds; |
584 | } |
585 | |
be8d5aa1 |
586 | static void game_free_drawstate(game_drawstate *ds) |
4efb3868 |
587 | { |
588 | sfree(ds->tiles); |
589 | sfree(ds); |
590 | } |
591 | |
592 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
593 | int tile, int flash_colour) |
594 | { |
595 | if (tile == 0) { |
596 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
597 | flash_colour); |
598 | } else { |
599 | int coords[6]; |
600 | char str[40]; |
601 | |
602 | coords[0] = x + TILE_SIZE - 1; |
603 | coords[1] = y + TILE_SIZE - 1; |
604 | coords[2] = x + TILE_SIZE - 1; |
605 | coords[3] = y; |
606 | coords[4] = x; |
607 | coords[5] = y + TILE_SIZE - 1; |
608 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
609 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
610 | |
611 | coords[0] = x; |
612 | coords[1] = y; |
613 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
614 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
615 | |
616 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
617 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
618 | flash_colour); |
619 | |
620 | sprintf(str, "%d", tile); |
621 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
622 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
623 | COL_TEXT, str); |
624 | } |
625 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
626 | } |
627 | |
be8d5aa1 |
628 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
629 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
630 | float animtime, float flashtime) |
4efb3868 |
631 | { |
632 | int i, pass, bgcolour; |
633 | |
634 | if (flashtime > 0) { |
635 | int frame = (int)(flashtime / FLASH_FRAME); |
636 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
637 | } else |
638 | bgcolour = COL_BACKGROUND; |
639 | |
640 | if (!ds->started) { |
641 | int coords[6]; |
642 | |
643 | draw_rect(fe, 0, 0, |
644 | TILE_SIZE * state->w + 2 * BORDER, |
645 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
646 | draw_update(fe, 0, 0, |
647 | TILE_SIZE * state->w + 2 * BORDER, |
648 | TILE_SIZE * state->h + 2 * BORDER); |
649 | |
650 | /* |
651 | * Recessed area containing the whole puzzle. |
652 | */ |
653 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
654 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
655 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
656 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
657 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
658 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
659 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
660 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
661 | |
662 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
663 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
664 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
665 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
666 | |
667 | ds->started = TRUE; |
668 | } |
669 | |
670 | /* |
671 | * Now draw each tile. We do this in two passes to make |
672 | * animation easy. |
673 | */ |
674 | for (pass = 0; pass < 2; pass++) { |
675 | for (i = 0; i < state->n; i++) { |
676 | int t, t0; |
677 | /* |
678 | * Figure out what should be displayed at this |
679 | * location. It's either a simple tile, or it's a |
680 | * transition between two tiles (in which case we say |
681 | * -1 because it must always be drawn). |
682 | */ |
683 | |
684 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
685 | t = -1; |
686 | else |
687 | t = state->tiles[i]; |
688 | |
689 | t0 = t; |
690 | |
691 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
692 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
693 | int x, y; |
694 | |
695 | /* |
696 | * Figure out what to _actually_ draw, and where to |
697 | * draw it. |
698 | */ |
699 | if (t == -1) { |
700 | int x0, y0, x1, y1; |
701 | int j; |
702 | |
703 | /* |
704 | * On the first pass, just blank the tile. |
705 | */ |
706 | if (pass == 0) { |
707 | x = COORD(X(state, i)); |
708 | y = COORD(Y(state, i)); |
709 | t = 0; |
710 | } else { |
711 | float c; |
712 | |
713 | t = state->tiles[i]; |
714 | |
715 | /* |
716 | * Don't bother moving the gap; just don't |
717 | * draw it. |
718 | */ |
719 | if (t == 0) |
720 | continue; |
721 | |
722 | /* |
723 | * Find the coordinates of this tile in the old and |
724 | * new states. |
725 | */ |
726 | x1 = COORD(X(state, i)); |
727 | y1 = COORD(Y(state, i)); |
728 | for (j = 0; j < oldstate->n; j++) |
729 | if (oldstate->tiles[j] == state->tiles[i]) |
730 | break; |
731 | assert(j < oldstate->n); |
732 | x0 = COORD(X(state, j)); |
733 | y0 = COORD(Y(state, j)); |
734 | |
735 | c = (animtime / ANIM_TIME); |
736 | if (c < 0.0F) c = 0.0F; |
737 | if (c > 1.0F) c = 1.0F; |
738 | |
739 | x = x0 + (int)(c * (x1 - x0)); |
740 | y = y0 + (int)(c * (y1 - y0)); |
741 | } |
742 | |
743 | } else { |
744 | if (pass == 0) |
745 | continue; |
746 | x = COORD(X(state, i)); |
747 | y = COORD(Y(state, i)); |
748 | } |
749 | |
750 | draw_tile(fe, state, x, y, t, bgcolour); |
751 | } |
752 | ds->tiles[i] = t0; |
753 | } |
754 | } |
755 | ds->bgcolour = bgcolour; |
fd1a1a2b |
756 | |
757 | /* |
758 | * Update the status bar. |
759 | */ |
760 | { |
761 | char statusbuf[256]; |
762 | |
d108c342 |
763 | /* |
764 | * Don't show the new status until we're also showing the |
765 | * new _state_ - after the game animation is complete. |
766 | */ |
767 | if (oldstate) |
768 | state = oldstate; |
769 | |
2ac6d24e |
770 | if (state->used_solve) |
771 | sprintf(statusbuf, "Moves since auto-solve: %d", |
772 | state->movecount - state->completed); |
773 | else |
774 | sprintf(statusbuf, "%sMoves: %d", |
775 | (state->completed ? "COMPLETED! " : ""), |
776 | (state->completed ? state->completed : state->movecount)); |
fd1a1a2b |
777 | |
778 | status_bar(fe, statusbuf); |
779 | } |
4efb3868 |
780 | } |
781 | |
be8d5aa1 |
782 | static float game_anim_length(game_state *oldstate, |
783 | game_state *newstate, int dir) |
4efb3868 |
784 | { |
2ac6d24e |
785 | if ((dir > 0 && newstate->just_used_solve) || |
786 | (dir < 0 && oldstate->just_used_solve)) |
787 | return 0.0F; |
788 | else |
789 | return ANIM_TIME; |
4efb3868 |
790 | } |
791 | |
be8d5aa1 |
792 | static float game_flash_length(game_state *oldstate, |
793 | game_state *newstate, int dir) |
4efb3868 |
794 | { |
2ac6d24e |
795 | if (!oldstate->completed && newstate->completed && |
796 | !oldstate->used_solve && !newstate->used_solve) |
4efb3868 |
797 | return 2 * FLASH_FRAME; |
798 | else |
799 | return 0.0F; |
800 | } |
fd1a1a2b |
801 | |
be8d5aa1 |
802 | static int game_wants_statusbar(void) |
fd1a1a2b |
803 | { |
804 | return TRUE; |
805 | } |
be8d5aa1 |
806 | |
807 | #ifdef COMBINED |
808 | #define thegame fifteen |
809 | #endif |
810 | |
811 | const struct game thegame = { |
1d228b10 |
812 | "Fifteen", "games.fifteen", |
be8d5aa1 |
813 | default_params, |
814 | game_fetch_preset, |
815 | decode_params, |
816 | encode_params, |
817 | free_params, |
818 | dup_params, |
1d228b10 |
819 | TRUE, game_configure, custom_params, |
be8d5aa1 |
820 | validate_params, |
821 | new_game_seed, |
6f2d8d7c |
822 | game_free_aux_info, |
be8d5aa1 |
823 | validate_seed, |
824 | new_game, |
825 | dup_game, |
826 | free_game, |
2ac6d24e |
827 | TRUE, solve_game, |
af52394e |
828 | TRUE, game_text_format, |
be8d5aa1 |
829 | new_ui, |
830 | free_ui, |
831 | make_move, |
832 | game_size, |
833 | game_colours, |
834 | game_new_drawstate, |
835 | game_free_drawstate, |
836 | game_redraw, |
837 | game_anim_length, |
838 | game_flash_length, |
839 | game_wants_statusbar, |
840 | }; |