Add a jumble' key (J') to Net, which scrambles the positions of all unlocked

tiles randomly. (Rachel asked for this; it's been being tested for a good few
months now, and Simon didn't care either way, so in it goes :)

As part of this, the front end can now be asked to provide a random random
seed (IYSWIM).

[originally from svn r5019]
This commit is contained in:
Jacob Nevins
2004-12-22 19:27:26 +00:00
parent ec3d23c9d9
commit 46fa25240e
6 changed files with 109 additions and 42 deletions

111
net.c
View File

@ -344,7 +344,7 @@ game_state *new_game(game_params *params, char *seed)
state->cx = state->width / 2;
state->cy = state->height / 2;
state->wrapping = params->wrapping;
state->last_rotate_dir = +1; /* *shrug* */
state->last_rotate_dir = 0;
state->completed = FALSE;
state->tiles = snewn(state->width * state->height, unsigned char);
memset(state->tiles, 0, state->width * state->height);
@ -767,20 +767,27 @@ static unsigned char *compute_active(game_state *state)
struct game_ui {
int cur_x, cur_y;
int cur_visible;
random_state *rs; /* used for jumbling */
};
game_ui *new_ui(game_state *state)
{
void *seed;
int seedsize;
game_ui *ui = snew(game_ui);
ui->cur_x = state->width / 2;
ui->cur_y = state->height / 2;
ui->cur_visible = FALSE;
get_random_seed(&seed, &seedsize);
ui->rs = random_init(seed, seedsize);
sfree(seed);
return ui;
}
void free_ui(game_ui *ui)
{
random_free(ui->rs);
sfree(ui);
}
@ -842,6 +849,10 @@ game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
else if (button == 'd' || button == 'D')
button = RIGHT_BUTTON;
ui->cur_visible = TRUE;
} else if (button == 'j' || button == 'J') {
/* XXX should we have some mouse control for this? */
button = 'J'; /* canonify */
tx = ty = -1; /* shut gcc up :( */
} else
return nullret;
@ -856,31 +867,54 @@ game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
* unlocks it.)
*/
if (button == MIDDLE_BUTTON) {
ret = dup_game(state);
tile(ret, tx, ty) ^= LOCKED;
ret->last_rotate_dir = 0;
return ret;
}
/*
* The left and right buttons have no effect if clicked on a
* locked tile.
*/
if (tile(state, tx, ty) & LOCKED)
return nullret;
} else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
/*
* Otherwise, turn the tile one way or the other. Left button
* turns anticlockwise; right button turns clockwise.
*/
ret = dup_game(state);
orig = tile(ret, tx, ty);
if (button == LEFT_BUTTON) {
tile(ret, tx, ty) = A(orig);
ret->last_rotate_dir = +1;
} else {
tile(ret, tx, ty) = C(orig);
ret->last_rotate_dir = -1;
}
/*
* The left and right buttons have no effect if clicked on a
* locked tile.
*/
if (tile(state, tx, ty) & LOCKED)
return nullret;
/*
* Otherwise, turn the tile one way or the other. Left button
* turns anticlockwise; right button turns clockwise.
*/
ret = dup_game(state);
orig = tile(ret, tx, ty);
if (button == LEFT_BUTTON) {
tile(ret, tx, ty) = A(orig);
ret->last_rotate_dir = +1;
} else {
tile(ret, tx, ty) = C(orig);
ret->last_rotate_dir = -1;
}
} else if (button == 'J') {
/*
* Jumble all unlocked tiles to random orientations.
*/
int jx, jy;
ret = dup_game(state);
for (jy = 0; jy < ret->height; jy++) {
for (jx = 0; jx < ret->width; jx++) {
if (!(tile(ret, jx, jy) & LOCKED)) {
int rot = random_upto(ui->rs, 4);
orig = tile(ret, jx, jy);
tile(ret, jx, jy) = ROT(orig, rot);
}
}
}
ret->last_rotate_dir = 0; /* suppress animation */
} else assert(0);
/*
* Check whether the game has been completed.
@ -1253,7 +1287,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui, float t, float ft)
{
int x, y, tx, ty, frame;
int x, y, tx, ty, frame, last_rotate_dir;
unsigned char *active;
float angle = 0.0;
@ -1309,9 +1343,11 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
}
tx = ty = -1;
if (oldstate && (t < ROTATE_TIME)) {
last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
state->last_rotate_dir;
if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) {
/*
* We're animating a tile rotation. Find the turning tile,
* We're animating a single tile rotation. Find the turning tile,
* if any.
*/
for (x = 0; x < oldstate->width; x++)
@ -1323,8 +1359,6 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
break_label:
if (tx >= 0) {
int last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
state->last_rotate_dir;
angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME);
state = oldstate;
}
@ -1404,17 +1438,26 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
{
int x, y;
int x, y, last_rotate_dir;
/*
* If there's a tile which has been rotated, allow time to
* animate its rotation.
* Don't animate if last_rotate_dir is zero.
*/
for (x = 0; x < oldstate->width; x++)
for (y = 0; y < oldstate->height; y++)
if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
return ROTATE_TIME;
}
last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
newstate->last_rotate_dir;
if (last_rotate_dir) {
/*
* If there's a tile which has been rotated, allow time to
* animate its rotation.
*/
for (x = 0; x < oldstate->width; x++)
for (y = 0; y < oldstate->height; y++)
if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
return ROTATE_TIME;
}
}
return 0.0F;
}