| 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"; |
| 16 | |
| 17 | #define TILE_SIZE 48 |
| 18 | #define BORDER TILE_SIZE /* big border to fill with arrows */ |
| 19 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
| 20 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 21 | #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) |
| 22 | |
| 23 | #define ANIM_TIME 0.1F |
| 24 | #define FLASH_FRAME 0.1F |
| 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 completed; |
| 46 | int movecount; |
| 47 | }; |
| 48 | |
| 49 | game_params *default_params(void) |
| 50 | { |
| 51 | game_params *ret = snew(game_params); |
| 52 | |
| 53 | ret->w = ret->h = 4; |
| 54 | |
| 55 | return ret; |
| 56 | } |
| 57 | |
| 58 | int game_fetch_preset(int i, char **name, game_params **params) |
| 59 | { |
| 60 | game_params *ret; |
| 61 | int w, h; |
| 62 | char buf[80]; |
| 63 | |
| 64 | switch (i) { |
| 65 | case 0: w = 3, h = 3; break; |
| 66 | case 1: w = 4, h = 3; break; |
| 67 | case 2: w = 4, h = 4; break; |
| 68 | case 3: w = 5, h = 4; break; |
| 69 | case 4: w = 5, h = 5; break; |
| 70 | default: return FALSE; |
| 71 | } |
| 72 | |
| 73 | sprintf(buf, "%dx%d", w, h); |
| 74 | *name = dupstr(buf); |
| 75 | *params = ret = snew(game_params); |
| 76 | ret->w = w; |
| 77 | ret->h = h; |
| 78 | return TRUE; |
| 79 | } |
| 80 | |
| 81 | void free_params(game_params *params) |
| 82 | { |
| 83 | sfree(params); |
| 84 | } |
| 85 | |
| 86 | game_params *dup_params(game_params *params) |
| 87 | { |
| 88 | game_params *ret = snew(game_params); |
| 89 | *ret = *params; /* structure copy */ |
| 90 | return ret; |
| 91 | } |
| 92 | |
| 93 | int perm_parity(int *perm, int n) |
| 94 | { |
| 95 | int i, j, ret; |
| 96 | |
| 97 | ret = 0; |
| 98 | |
| 99 | for (i = 0; i < n-1; i++) |
| 100 | for (j = i+1; j < n; j++) |
| 101 | if (perm[i] > perm[j]) |
| 102 | ret = !ret; |
| 103 | |
| 104 | return ret; |
| 105 | } |
| 106 | |
| 107 | char *new_game_seed(game_params *params) |
| 108 | { |
| 109 | int stop, n, i, x; |
| 110 | int x1, x2, p1, p2; |
| 111 | int *tiles, *used; |
| 112 | char *ret; |
| 113 | int retlen; |
| 114 | |
| 115 | n = params->w * params->h; |
| 116 | |
| 117 | tiles = snewn(n, int); |
| 118 | used = snewn(n, int); |
| 119 | |
| 120 | for (i = 0; i < n; i++) { |
| 121 | tiles[i] = -1; |
| 122 | used[i] = FALSE; |
| 123 | } |
| 124 | |
| 125 | /* |
| 126 | * If both dimensions are odd, there is a parity constraint. |
| 127 | */ |
| 128 | if (params->w & params->h & 1) |
| 129 | stop = 2; |
| 130 | else |
| 131 | stop = 0; |
| 132 | |
| 133 | /* |
| 134 | * Place everything except (possibly) the last two tiles. |
| 135 | */ |
| 136 | for (x = 0, i = n; i > stop; i--) { |
| 137 | int k = i > 1 ? rand_upto(i) : 0; |
| 138 | int j; |
| 139 | |
| 140 | for (j = 0; j < n; j++) |
| 141 | if (!used[j] && (k-- == 0)) |
| 142 | break; |
| 143 | |
| 144 | assert(j < n && !used[j]); |
| 145 | used[j] = TRUE; |
| 146 | |
| 147 | while (tiles[x] >= 0) |
| 148 | x++; |
| 149 | assert(x < n); |
| 150 | tiles[x] = j; |
| 151 | } |
| 152 | |
| 153 | if (stop) { |
| 154 | /* |
| 155 | * Find the last two locations, and the last two pieces. |
| 156 | */ |
| 157 | while (tiles[x] >= 0) |
| 158 | x++; |
| 159 | assert(x < n); |
| 160 | x1 = x; |
| 161 | x++; |
| 162 | while (tiles[x] >= 0) |
| 163 | x++; |
| 164 | assert(x < n); |
| 165 | x2 = x; |
| 166 | |
| 167 | for (i = 0; i < n; i++) |
| 168 | if (!used[i]) |
| 169 | break; |
| 170 | p1 = i; |
| 171 | for (i = p1+1; i < n; i++) |
| 172 | if (!used[i]) |
| 173 | break; |
| 174 | p2 = i; |
| 175 | |
| 176 | /* |
| 177 | * Try the last two tiles one way round. If that fails, swap |
| 178 | * them. |
| 179 | */ |
| 180 | tiles[x1] = p1; |
| 181 | tiles[x2] = p2; |
| 182 | if (perm_parity(tiles, n) != 0) { |
| 183 | tiles[x1] = p2; |
| 184 | tiles[x2] = p1; |
| 185 | assert(perm_parity(tiles, n) == 0); |
| 186 | } |
| 187 | } |
| 188 | |
| 189 | /* |
| 190 | * Now construct the game seed, by describing the tile array as |
| 191 | * a simple sequence of comma-separated integers. |
| 192 | */ |
| 193 | ret = NULL; |
| 194 | retlen = 0; |
| 195 | for (i = 0; i < n; i++) { |
| 196 | char buf[80]; |
| 197 | int k; |
| 198 | |
| 199 | k = sprintf(buf, "%d,", tiles[i]+1); |
| 200 | |
| 201 | ret = sresize(ret, retlen + k + 1, char); |
| 202 | strcpy(ret + retlen, buf); |
| 203 | retlen += k; |
| 204 | } |
| 205 | ret[retlen-1] = '\0'; /* delete last comma */ |
| 206 | |
| 207 | sfree(tiles); |
| 208 | sfree(used); |
| 209 | |
| 210 | return ret; |
| 211 | } |
| 212 | |
| 213 | game_state *new_game(game_params *params, char *seed) |
| 214 | { |
| 215 | game_state *state = snew(game_state); |
| 216 | int i; |
| 217 | char *p; |
| 218 | |
| 219 | state->w = params->w; |
| 220 | state->h = params->h; |
| 221 | state->n = params->w * params->h; |
| 222 | state->tiles = snewn(state->n, int); |
| 223 | |
| 224 | p = seed; |
| 225 | i = 0; |
| 226 | for (i = 0; i < state->n; i++) { |
| 227 | assert(*p); |
| 228 | state->tiles[i] = atoi(p); |
| 229 | while (*p && *p != ',') |
| 230 | p++; |
| 231 | if (*p) p++; /* eat comma */ |
| 232 | } |
| 233 | assert(!*p); |
| 234 | |
| 235 | state->completed = state->movecount = 0; |
| 236 | |
| 237 | return state; |
| 238 | } |
| 239 | |
| 240 | game_state *dup_game(game_state *state) |
| 241 | { |
| 242 | game_state *ret = snew(game_state); |
| 243 | |
| 244 | ret->w = state->w; |
| 245 | ret->h = state->h; |
| 246 | ret->n = state->n; |
| 247 | ret->tiles = snewn(state->w * state->h, int); |
| 248 | memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); |
| 249 | ret->completed = state->completed; |
| 250 | ret->movecount = state->movecount; |
| 251 | |
| 252 | return ret; |
| 253 | } |
| 254 | |
| 255 | void free_game(game_state *state) |
| 256 | { |
| 257 | sfree(state); |
| 258 | } |
| 259 | |
| 260 | game_state *make_move(game_state *from, int x, int y, int button) |
| 261 | { |
| 262 | int cx, cy; |
| 263 | int dx, dy, tx, ty, n; |
| 264 | game_state *ret; |
| 265 | |
| 266 | if (button != LEFT_BUTTON) |
| 267 | return NULL; |
| 268 | |
| 269 | cx = FROMCOORD(x); |
| 270 | cy = FROMCOORD(y); |
| 271 | if (cx == -1 && cy >= 0 && cy < from->h) |
| 272 | n = from->w, dx = +1, dy = 0; |
| 273 | else if (cx == from->w && cy >= 0 && cy < from->h) |
| 274 | n = from->w, dx = -1, dy = 0; |
| 275 | else if (cy == -1 && cx >= 0 && cx < from->w) |
| 276 | n = from->h, dy = +1, dx = 0; |
| 277 | else if (cy == from->h && cx >= 0 && cx < from->w) |
| 278 | n = from->h, dy = -1, dx = 0; |
| 279 | else |
| 280 | return NULL; /* invalid click location */ |
| 281 | |
| 282 | ret = dup_game(from); |
| 283 | |
| 284 | do { |
| 285 | cx += dx; |
| 286 | cy += dy; |
| 287 | tx = (cx + dx + from->w) % from->w; |
| 288 | ty = (cy + dy + from->h) % from->h; |
| 289 | ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; |
| 290 | } while (--n > 0); |
| 291 | |
| 292 | ret->movecount++; |
| 293 | |
| 294 | /* |
| 295 | * See if the game has been completed. |
| 296 | */ |
| 297 | if (!ret->completed) { |
| 298 | ret->completed = ret->movecount; |
| 299 | for (n = 0; n < ret->n; n++) |
| 300 | if (ret->tiles[n] != n+1) |
| 301 | ret->completed = FALSE; |
| 302 | } |
| 303 | |
| 304 | return ret; |
| 305 | } |
| 306 | |
| 307 | /* ---------------------------------------------------------------------- |
| 308 | * Drawing routines. |
| 309 | */ |
| 310 | |
| 311 | struct game_drawstate { |
| 312 | int started; |
| 313 | int w, h, bgcolour; |
| 314 | int *tiles; |
| 315 | }; |
| 316 | |
| 317 | void game_size(game_params *params, int *x, int *y) |
| 318 | { |
| 319 | *x = TILE_SIZE * params->w + 2 * BORDER; |
| 320 | *y = TILE_SIZE * params->h + 2 * BORDER; |
| 321 | } |
| 322 | |
| 323 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 324 | { |
| 325 | float *ret = snewn(3 * NCOLOURS, float); |
| 326 | int i; |
| 327 | float max; |
| 328 | |
| 329 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 330 | |
| 331 | /* |
| 332 | * Drop the background colour so that the highlight is |
| 333 | * noticeably brighter than it while still being under 1. |
| 334 | */ |
| 335 | max = ret[COL_BACKGROUND*3]; |
| 336 | for (i = 1; i < 3; i++) |
| 337 | if (ret[COL_BACKGROUND*3+i] > max) |
| 338 | max = ret[COL_BACKGROUND*3+i]; |
| 339 | if (max * 1.2F > 1.0F) { |
| 340 | for (i = 0; i < 3; i++) |
| 341 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
| 342 | } |
| 343 | |
| 344 | for (i = 0; i < 3; i++) { |
| 345 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
| 346 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
| 347 | ret[COL_TEXT * 3 + i] = 0.0; |
| 348 | } |
| 349 | |
| 350 | *ncolours = NCOLOURS; |
| 351 | return ret; |
| 352 | } |
| 353 | |
| 354 | game_drawstate *game_new_drawstate(game_state *state) |
| 355 | { |
| 356 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 357 | int i; |
| 358 | |
| 359 | ds->started = FALSE; |
| 360 | ds->w = state->w; |
| 361 | ds->h = state->h; |
| 362 | ds->bgcolour = COL_BACKGROUND; |
| 363 | ds->tiles = snewn(ds->w*ds->h, int); |
| 364 | for (i = 0; i < ds->w*ds->h; i++) |
| 365 | ds->tiles[i] = -1; |
| 366 | |
| 367 | return ds; |
| 368 | } |
| 369 | |
| 370 | void game_free_drawstate(game_drawstate *ds) |
| 371 | { |
| 372 | sfree(ds->tiles); |
| 373 | sfree(ds); |
| 374 | } |
| 375 | |
| 376 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
| 377 | int tile, int flash_colour) |
| 378 | { |
| 379 | if (tile == 0) { |
| 380 | draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, |
| 381 | flash_colour); |
| 382 | } else { |
| 383 | int coords[6]; |
| 384 | char str[40]; |
| 385 | |
| 386 | coords[0] = x + TILE_SIZE - 1; |
| 387 | coords[1] = y + TILE_SIZE - 1; |
| 388 | coords[2] = x + TILE_SIZE - 1; |
| 389 | coords[3] = y; |
| 390 | coords[4] = x; |
| 391 | coords[5] = y + TILE_SIZE - 1; |
| 392 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
| 393 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
| 394 | |
| 395 | coords[0] = x; |
| 396 | coords[1] = y; |
| 397 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
| 398 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
| 399 | |
| 400 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
| 401 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
| 402 | flash_colour); |
| 403 | |
| 404 | sprintf(str, "%d", tile); |
| 405 | draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, |
| 406 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
| 407 | COL_TEXT, str); |
| 408 | } |
| 409 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
| 410 | } |
| 411 | |
| 412 | static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) |
| 413 | { |
| 414 | int coords[14]; |
| 415 | int ydy = -xdx, ydx = xdy; |
| 416 | |
| 417 | #define POINT(n, xx, yy) ( \ |
| 418 | coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ |
| 419 | coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) |
| 420 | |
| 421 | POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ |
| 422 | POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ |
| 423 | POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ |
| 424 | POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ |
| 425 | POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ |
| 426 | POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ |
| 427 | POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ |
| 428 | |
| 429 | draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); |
| 430 | draw_polygon(fe, coords, 7, FALSE, COL_TEXT); |
| 431 | } |
| 432 | |
| 433 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 434 | game_state *state, float animtime, float flashtime) |
| 435 | { |
| 436 | int i, pass, bgcolour; |
| 437 | |
| 438 | if (flashtime > 0) { |
| 439 | int frame = (int)(flashtime / FLASH_FRAME); |
| 440 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
| 441 | } else |
| 442 | bgcolour = COL_BACKGROUND; |
| 443 | |
| 444 | if (!ds->started) { |
| 445 | int coords[6]; |
| 446 | |
| 447 | draw_rect(fe, 0, 0, |
| 448 | TILE_SIZE * state->w + 2 * BORDER, |
| 449 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
| 450 | draw_update(fe, 0, 0, |
| 451 | TILE_SIZE * state->w + 2 * BORDER, |
| 452 | TILE_SIZE * state->h + 2 * BORDER); |
| 453 | |
| 454 | /* |
| 455 | * Recessed area containing the whole puzzle. |
| 456 | */ |
| 457 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
| 458 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
| 459 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
| 460 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
| 461 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
| 462 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
| 463 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
| 464 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
| 465 | |
| 466 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
| 467 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
| 468 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
| 469 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
| 470 | |
| 471 | /* |
| 472 | * Arrows for making moves. |
| 473 | */ |
| 474 | for (i = 0; i < state->w; i++) { |
| 475 | draw_arrow(fe, COORD(i), COORD(0), +1, 0); |
| 476 | draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); |
| 477 | } |
| 478 | for (i = 0; i < state->h; i++) { |
| 479 | draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); |
| 480 | draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); |
| 481 | } |
| 482 | |
| 483 | ds->started = TRUE; |
| 484 | } |
| 485 | |
| 486 | /* |
| 487 | * Now draw each tile. We do this in two passes to make |
| 488 | * animation easy. |
| 489 | */ |
| 490 | |
| 491 | clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); |
| 492 | |
| 493 | for (pass = 0; pass < 2; pass++) { |
| 494 | for (i = 0; i < state->n; i++) { |
| 495 | int t, t0; |
| 496 | /* |
| 497 | * Figure out what should be displayed at this |
| 498 | * location. It's either a simple tile, or it's a |
| 499 | * transition between two tiles (in which case we say |
| 500 | * -1 because it must always be drawn). |
| 501 | */ |
| 502 | |
| 503 | if (oldstate && oldstate->tiles[i] != state->tiles[i]) |
| 504 | t = -1; |
| 505 | else |
| 506 | t = state->tiles[i]; |
| 507 | |
| 508 | t0 = t; |
| 509 | |
| 510 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
| 511 | ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { |
| 512 | int x, y, x2, y2; |
| 513 | |
| 514 | /* |
| 515 | * Figure out what to _actually_ draw, and where to |
| 516 | * draw it. |
| 517 | */ |
| 518 | if (t == -1) { |
| 519 | int x0, y0, x1, y1, dx, dy; |
| 520 | int j; |
| 521 | |
| 522 | /* |
| 523 | * On the first pass, just blank the tile. |
| 524 | */ |
| 525 | if (pass == 0) { |
| 526 | x = COORD(X(state, i)); |
| 527 | y = COORD(Y(state, i)); |
| 528 | x2 = y2 = -1; |
| 529 | t = 0; |
| 530 | } else { |
| 531 | float c; |
| 532 | |
| 533 | t = state->tiles[i]; |
| 534 | |
| 535 | /* |
| 536 | * FIXME: must be prepared to draw a double |
| 537 | * tile in some situations. |
| 538 | */ |
| 539 | |
| 540 | /* |
| 541 | * Find the coordinates of this tile in the old and |
| 542 | * new states. |
| 543 | */ |
| 544 | x1 = COORD(X(state, i)); |
| 545 | y1 = COORD(Y(state, i)); |
| 546 | for (j = 0; j < oldstate->n; j++) |
| 547 | if (oldstate->tiles[j] == state->tiles[i]) |
| 548 | break; |
| 549 | assert(j < oldstate->n); |
| 550 | x0 = COORD(X(state, j)); |
| 551 | y0 = COORD(Y(state, j)); |
| 552 | |
| 553 | dx = (x1 - x0); |
| 554 | if (abs(dx) > TILE_SIZE) { |
| 555 | dx = (dx < 0 ? dx + TILE_SIZE * state->w : |
| 556 | dx - TILE_SIZE * state->w); |
| 557 | assert(abs(dx) == TILE_SIZE); |
| 558 | } |
| 559 | dy = (y1 - y0); |
| 560 | if (abs(dy) > TILE_SIZE) { |
| 561 | dy = (dy < 0 ? dy + TILE_SIZE * state->h : |
| 562 | dy - TILE_SIZE * state->h); |
| 563 | assert(abs(dy) == TILE_SIZE); |
| 564 | } |
| 565 | |
| 566 | c = (animtime / ANIM_TIME); |
| 567 | if (c < 0.0F) c = 0.0F; |
| 568 | if (c > 1.0F) c = 1.0F; |
| 569 | |
| 570 | x = x0 + (int)(c * dx); |
| 571 | y = y0 + (int)(c * dy); |
| 572 | x2 = x1 - dx + (int)(c * dx); |
| 573 | y2 = y1 - dy + (int)(c * dy); |
| 574 | } |
| 575 | |
| 576 | } else { |
| 577 | if (pass == 0) |
| 578 | continue; |
| 579 | x = COORD(X(state, i)); |
| 580 | y = COORD(Y(state, i)); |
| 581 | x2 = y2 = -1; |
| 582 | } |
| 583 | |
| 584 | draw_tile(fe, state, x, y, t, bgcolour); |
| 585 | if (x2 != -1 || y2 != -1) |
| 586 | draw_tile(fe, state, x2, y2, t, bgcolour); |
| 587 | } |
| 588 | ds->tiles[i] = t0; |
| 589 | } |
| 590 | } |
| 591 | |
| 592 | unclip(fe); |
| 593 | |
| 594 | ds->bgcolour = bgcolour; |
| 595 | |
| 596 | /* |
| 597 | * Update the status bar. |
| 598 | */ |
| 599 | { |
| 600 | char statusbuf[256]; |
| 601 | |
| 602 | /* |
| 603 | * Don't show the new status until we're also showing the |
| 604 | * new _state_ - after the game animation is complete. |
| 605 | */ |
| 606 | if (oldstate) |
| 607 | state = oldstate; |
| 608 | |
| 609 | sprintf(statusbuf, "%sMoves: %d", |
| 610 | (state->completed ? "COMPLETED! " : ""), |
| 611 | (state->completed ? state->completed : state->movecount)); |
| 612 | |
| 613 | status_bar(fe, statusbuf); |
| 614 | } |
| 615 | } |
| 616 | |
| 617 | float game_anim_length(game_state *oldstate, game_state *newstate) |
| 618 | { |
| 619 | return ANIM_TIME; |
| 620 | } |
| 621 | |
| 622 | float game_flash_length(game_state *oldstate, game_state *newstate) |
| 623 | { |
| 624 | if (!oldstate->completed && newstate->completed) |
| 625 | return 2 * FLASH_FRAME; |
| 626 | else |
| 627 | return 0.0F; |
| 628 | } |
| 629 | |
| 630 | int game_wants_statusbar(void) |
| 631 | { |
| 632 | return TRUE; |
| 633 | } |