X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/48d70ca96bb91f3e9abef9a0b38ed0a5cbb21d7b..5b5c6b1255fb259a0aa0c33ad9ae46c46b86bc61:/sixteen.c diff --git a/sixteen.c b/sixteen.c index f0acff5..f6215bd 100644 --- a/sixteen.c +++ b/sixteen.c @@ -8,11 +8,13 @@ #include #include #include +#include #include #include "puzzles.h" const char *const game_name = "Sixteen"; +const char *const game_winhelp_topic = "games.sixteen"; const int game_can_configure = TRUE; #define TILE_SIZE 48 @@ -21,8 +23,8 @@ const int game_can_configure = TRUE; #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) -#define ANIM_TIME 0.1F -#define FLASH_FRAME 0.1F +#define ANIM_TIME 0.13F +#define FLASH_FRAME 0.13F #define X(state, i) ( (i) % (state)->w ) #define Y(state, i) ( (i) / (state)->w ) @@ -92,6 +94,29 @@ game_params *dup_params(game_params *params) return ret; } +game_params *decode_params(char const *string) +{ + game_params *ret = default_params(); + + ret->w = ret->h = atoi(string); + while (*string && isdigit(*string)) string++; + if (*string == 'x') { + string++; + ret->h = atoi(string); + } + + return ret; +} + +char *encode_params(game_params *params) +{ + char data[256]; + + sprintf(data, "%dx%d", params->w, params->h); + + return dupstr(data); +} + config_item *game_configure(game_params *params) { config_item *ret; @@ -358,13 +383,22 @@ void free_game(game_state *state) sfree(state); } -game_state *make_move(game_state *from, int x, int y, int button) +game_ui *new_ui(game_state *state) +{ + return NULL; +} + +void free_ui(game_ui *ui) +{ +} + +game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) { int cx, cy; int dx, dy, tx, ty, n; game_state *ret; - if (button != LEFT_BUTTON) + if (button != LEFT_BUTTON && button != RIGHT_BUTTON) return NULL; cx = FROMCOORD(x); @@ -380,6 +414,13 @@ game_state *make_move(game_state *from, int x, int y, int button) else return NULL; /* invalid click location */ + /* reverse direction if right hand button is pressed */ + if (button == RIGHT_BUTTON) + { + dx = -dx; if (dx) cx = from->w - 1 - cx; + dy = -dy; if (dy) cy = from->h - 1 - cy; + } + ret = dup_game(from); do { @@ -534,9 +575,10 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) } void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *state, float animtime, float flashtime) + game_state *state, int dir, game_ui *ui, + float animtime, float flashtime) { - int i, pass, bgcolour; + int i, bgcolour; if (flashtime > 0) { int frame = (int)(flashtime / FLASH_FRAME); @@ -587,111 +629,102 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } /* - * Now draw each tile. We do this in two passes to make - * animation easy. + * Now draw each tile. */ clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); - for (pass = 0; pass < 2; pass++) { - for (i = 0; i < state->n; i++) { - int t, t0; - /* - * Figure out what should be displayed at this - * location. It's either a simple tile, or it's a - * transition between two tiles (in which case we say - * -1 because it must always be drawn). - */ - - if (oldstate && oldstate->tiles[i] != state->tiles[i]) - t = -1; - else - t = state->tiles[i]; - - t0 = t; - - if (ds->bgcolour != bgcolour || /* always redraw when flashing */ - ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { - int x, y, x2, y2; - - /* - * Figure out what to _actually_ draw, and where to - * draw it. - */ - if (t == -1) { - int x0, y0, x1, y1, dx, dy; - int j; - - /* - * On the first pass, just blank the tile. - */ - if (pass == 0) { - x = COORD(X(state, i)); - y = COORD(Y(state, i)); - x2 = y2 = -1; - t = 0; - } else { - float c; - - t = state->tiles[i]; - - /* - * FIXME: must be prepared to draw a double - * tile in some situations. - */ - - /* - * Find the coordinates of this tile in the old and - * new states. - */ - x1 = COORD(X(state, i)); - y1 = COORD(Y(state, i)); - for (j = 0; j < oldstate->n; j++) - if (oldstate->tiles[j] == state->tiles[i]) - break; - assert(j < oldstate->n); - x0 = COORD(X(state, j)); - y0 = COORD(Y(state, j)); - - dx = (x1 - x0); - if (dx != 0 && - dx != TILE_SIZE * state->last_movement_sense) { - dx = (dx < 0 ? dx + TILE_SIZE * state->w : - dx - TILE_SIZE * state->w); - assert(abs(dx) == TILE_SIZE); - } - dy = (y1 - y0); - if (dy != 0 && - dy != TILE_SIZE * state->last_movement_sense) { - dy = (dy < 0 ? dy + TILE_SIZE * state->h : - dy - TILE_SIZE * state->h); - assert(abs(dy) == TILE_SIZE); - } - - c = (animtime / ANIM_TIME); - if (c < 0.0F) c = 0.0F; - if (c > 1.0F) c = 1.0F; - - x = x0 + (int)(c * dx); - y = y0 + (int)(c * dy); - x2 = x1 - dx + (int)(c * dx); - y2 = y1 - dy + (int)(c * dy); - } - - } else { - if (pass == 0) - continue; - x = COORD(X(state, i)); - y = COORD(Y(state, i)); - x2 = y2 = -1; - } - - draw_tile(fe, state, x, y, t, bgcolour); - if (x2 != -1 || y2 != -1) - draw_tile(fe, state, x2, y2, t, bgcolour); - } - ds->tiles[i] = t0; - } + for (i = 0; i < state->n; i++) { + int t, t0; + /* + * Figure out what should be displayed at this + * location. It's either a simple tile, or it's a + * transition between two tiles (in which case we say + * -1 because it must always be drawn). + */ + + if (oldstate && oldstate->tiles[i] != state->tiles[i]) + t = -1; + else + t = state->tiles[i]; + + t0 = t; + + if (ds->bgcolour != bgcolour || /* always redraw when flashing */ + ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { + int x, y, x2, y2; + + /* + * Figure out what to _actually_ draw, and where to + * draw it. + */ + if (t == -1) { + int x0, y0, x1, y1, dx, dy; + int j; + float c; + int sense; + + if (dir < 0) { + assert(oldstate); + sense = -oldstate->last_movement_sense; + } else { + sense = state->last_movement_sense; + } + + t = state->tiles[i]; + + /* + * FIXME: must be prepared to draw a double + * tile in some situations. + */ + + /* + * Find the coordinates of this tile in the old and + * new states. + */ + x1 = COORD(X(state, i)); + y1 = COORD(Y(state, i)); + for (j = 0; j < oldstate->n; j++) + if (oldstate->tiles[j] == state->tiles[i]) + break; + assert(j < oldstate->n); + x0 = COORD(X(state, j)); + y0 = COORD(Y(state, j)); + + dx = (x1 - x0); + if (dx != 0 && + dx != TILE_SIZE * sense) { + dx = (dx < 0 ? dx + TILE_SIZE * state->w : + dx - TILE_SIZE * state->w); + assert(abs(dx) == TILE_SIZE); + } + dy = (y1 - y0); + if (dy != 0 && + dy != TILE_SIZE * sense) { + dy = (dy < 0 ? dy + TILE_SIZE * state->h : + dy - TILE_SIZE * state->h); + assert(abs(dy) == TILE_SIZE); + } + + c = (animtime / ANIM_TIME); + if (c < 0.0F) c = 0.0F; + if (c > 1.0F) c = 1.0F; + + x = x0 + (int)(c * dx); + y = y0 + (int)(c * dy); + x2 = x1 - dx + (int)(c * dx); + y2 = y1 - dy + (int)(c * dy); + } else { + x = COORD(X(state, i)); + y = COORD(Y(state, i)); + x2 = y2 = -1; + } + + draw_tile(fe, state, x, y, t, bgcolour); + if (x2 != -1 || y2 != -1) + draw_tile(fe, state, x2, y2, t, bgcolour); + } + ds->tiles[i] = t0; } unclip(fe); @@ -719,12 +752,12 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } } -float game_anim_length(game_state *oldstate, game_state *newstate) +float game_anim_length(game_state *oldstate, game_state *newstate, int dir) { return ANIM_TIME; } -float game_flash_length(game_state *oldstate, game_state *newstate) +float game_flash_length(game_state *oldstate, game_state *newstate, int dir) { if (!oldstate->completed && newstate->completed) return 2 * FLASH_FRAME;