#define TILE_SIZE 24
#define BORDER 18
+#define FLASH_TIME 0.13F
+
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
int *grid; /* contains the numbers */
unsigned char *vedge; /* (w+1) x h */
unsigned char *hedge; /* w x (h+1) */
+ int completed;
};
game_params *default_params(void)
state->grid = snewn(area, int);
state->vedge = snewn(area, unsigned char);
state->hedge = snewn(area, unsigned char);
+ state->completed = FALSE;
i = 0;
while (*seed) {
ret->hedge = snewn(state->w * state->h, unsigned char);
ret->grid = snewn(state->w * state->h, int);
+ ret->completed = state->completed;
+
memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
/*
* Find the distance from us to that integer.
*/
- dist = fabs(coord - (float)i);
+ dist = (float)fabs(coord - (float)i);
/*
* If we're within the tolerance limit, return the edge
active = TRUE;
}
- if (enddrag && (xc >= 0 && xc <= 2*from->w &&
- yc >= 0 && yc <= 2*from->h)) {
- ret = dup_game(from);
+ ret = NULL;
- if (ui->dragged) {
- ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
- } else {
- if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
- hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
- }
- if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
- vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
- }
- }
+ if (enddrag) {
+ if (xc >= 0 && xc <= 2*from->w &&
+ yc >= 0 && yc <= 2*from->h) {
+ ret = dup_game(from);
- ui->drag_start_x = -1;
- ui->drag_start_y = -1;
- ui->drag_end_x = -1;
- ui->drag_end_y = -1;
- ui->dragged = FALSE;
- active = TRUE;
+ if (ui->dragged) {
+ ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
+ } else {
+ if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
+ hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
+ }
+ if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
+ vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
+ }
+ }
- if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
- !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
- free_game(ret);
- } else
- return ret; /* a move has been made */
+ if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
+ !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
+ free_game(ret);
+ ret = NULL;
+ }
+
+ /*
+ * We've made a real change to the grid. Check to see
+ * if the game has been completed.
+ */
+ if (!ret->completed) {
+ int x, y, ok;
+ unsigned char *correct = get_correct(ret);
+
+ ok = TRUE;
+ for (x = 0; x < ret->w; x++)
+ for (y = 0; y < ret->h; y++)
+ if (!index(ret, correct, x, y))
+ ok = FALSE;
+
+ sfree(correct);
+
+ if (ok)
+ ret->completed = TRUE;
+ }
+ }
+
+ ui->drag_start_x = -1;
+ ui->drag_start_y = -1;
+ ui->drag_end_x = -1;
+ ui->drag_end_y = -1;
+ ui->dragged = FALSE;
+ active = TRUE;
}
- if (active)
+ if (ret)
+ return ret; /* a move has been made */
+ else if (active)
return from; /* UI activity has occurred */
- return NULL;
+ else
+ return NULL;
}
/* ----------------------------------------------------------------------
if (grid(state,x,y)) {
sprintf(str, "%d", grid(state,x,y));
draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
- TILE_SIZE/3, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
+ TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
}
/*
}
if (!ds->started) {
+ draw_rect(fe, 0, 0,
+ state->w * TILE_SIZE + 2*BORDER + 1,
+ state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
draw_rect(fe, COORD(0)-1, COORD(0)-1,
ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
ds->started = TRUE;
+ draw_update(fe, 0, 0,
+ state->w * TILE_SIZE + 2*BORDER + 1,
+ state->h * TILE_SIZE + 2*BORDER + 1);
}
for (x = 0; x < state->w; x++)
c |= index(state,vedge,x,y) << 4;
if (VRANGE(state,x,y+1))
c |= index(state,vedge,x,y+1) << 6;
- if (index(state, correct, x, y))
+ if (index(state, correct, x, y) && !flashtime)
c |= CORRECT;
if (index(ds,ds->visible,x,y) != c) {
float game_flash_length(game_state *oldstate, game_state *newstate)
{
+ if (!oldstate->completed && newstate->completed)
+ return FLASH_TIME;
return 0.0F;
}