mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
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:
111
net.c
111
net.c
@ -344,7 +344,7 @@ game_state *new_game(game_params *params, char *seed)
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state->cx = state->width / 2;
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state->cy = state->height / 2;
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state->wrapping = params->wrapping;
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state->last_rotate_dir = +1; /* *shrug* */
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state->last_rotate_dir = 0;
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state->completed = FALSE;
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state->tiles = snewn(state->width * state->height, unsigned char);
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memset(state->tiles, 0, state->width * state->height);
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@ -767,20 +767,27 @@ static unsigned char *compute_active(game_state *state)
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struct game_ui {
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int cur_x, cur_y;
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int cur_visible;
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random_state *rs; /* used for jumbling */
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};
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game_ui *new_ui(game_state *state)
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{
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void *seed;
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int seedsize;
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game_ui *ui = snew(game_ui);
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ui->cur_x = state->width / 2;
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ui->cur_y = state->height / 2;
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ui->cur_visible = FALSE;
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get_random_seed(&seed, &seedsize);
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ui->rs = random_init(seed, seedsize);
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sfree(seed);
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return ui;
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}
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void free_ui(game_ui *ui)
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{
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random_free(ui->rs);
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sfree(ui);
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}
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@ -842,6 +849,10 @@ game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
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else if (button == 'd' || button == 'D')
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button = RIGHT_BUTTON;
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ui->cur_visible = TRUE;
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} else if (button == 'j' || button == 'J') {
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/* XXX should we have some mouse control for this? */
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button = 'J'; /* canonify */
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tx = ty = -1; /* shut gcc up :( */
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} else
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return nullret;
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@ -856,31 +867,54 @@ game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
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* unlocks it.)
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*/
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if (button == MIDDLE_BUTTON) {
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ret = dup_game(state);
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tile(ret, tx, ty) ^= LOCKED;
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ret->last_rotate_dir = 0;
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return ret;
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}
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/*
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* The left and right buttons have no effect if clicked on a
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* locked tile.
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*/
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if (tile(state, tx, ty) & LOCKED)
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return nullret;
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} else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
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/*
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* Otherwise, turn the tile one way or the other. Left button
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* turns anticlockwise; right button turns clockwise.
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*/
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ret = dup_game(state);
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orig = tile(ret, tx, ty);
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if (button == LEFT_BUTTON) {
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tile(ret, tx, ty) = A(orig);
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ret->last_rotate_dir = +1;
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} else {
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tile(ret, tx, ty) = C(orig);
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ret->last_rotate_dir = -1;
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}
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/*
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* The left and right buttons have no effect if clicked on a
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* locked tile.
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*/
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if (tile(state, tx, ty) & LOCKED)
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return nullret;
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/*
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* Otherwise, turn the tile one way or the other. Left button
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* turns anticlockwise; right button turns clockwise.
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*/
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ret = dup_game(state);
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orig = tile(ret, tx, ty);
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if (button == LEFT_BUTTON) {
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tile(ret, tx, ty) = A(orig);
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ret->last_rotate_dir = +1;
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} else {
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tile(ret, tx, ty) = C(orig);
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ret->last_rotate_dir = -1;
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}
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} else if (button == 'J') {
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/*
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* Jumble all unlocked tiles to random orientations.
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*/
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int jx, jy;
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ret = dup_game(state);
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for (jy = 0; jy < ret->height; jy++) {
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for (jx = 0; jx < ret->width; jx++) {
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if (!(tile(ret, jx, jy) & LOCKED)) {
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int rot = random_upto(ui->rs, 4);
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orig = tile(ret, jx, jy);
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tile(ret, jx, jy) = ROT(orig, rot);
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}
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}
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}
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ret->last_rotate_dir = 0; /* suppress animation */
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} else assert(0);
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/*
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* Check whether the game has been completed.
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@ -1253,7 +1287,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui, float t, float ft)
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{
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int x, y, tx, ty, frame;
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int x, y, tx, ty, frame, last_rotate_dir;
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unsigned char *active;
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float angle = 0.0;
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@ -1309,9 +1343,11 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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}
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tx = ty = -1;
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if (oldstate && (t < ROTATE_TIME)) {
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last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
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state->last_rotate_dir;
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if (oldstate && (t < ROTATE_TIME) && last_rotate_dir) {
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/*
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* We're animating a tile rotation. Find the turning tile,
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* We're animating a single tile rotation. Find the turning tile,
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* if any.
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*/
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for (x = 0; x < oldstate->width; x++)
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@ -1323,8 +1359,6 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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break_label:
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if (tx >= 0) {
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int last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
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state->last_rotate_dir;
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angle = last_rotate_dir * dir * 90.0F * (t / ROTATE_TIME);
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state = oldstate;
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}
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@ -1404,17 +1438,26 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
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{
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int x, y;
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int x, y, last_rotate_dir;
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/*
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* If there's a tile which has been rotated, allow time to
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* animate its rotation.
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* Don't animate if last_rotate_dir is zero.
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*/
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for (x = 0; x < oldstate->width; x++)
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for (y = 0; y < oldstate->height; y++)
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if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
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return ROTATE_TIME;
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}
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last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :
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newstate->last_rotate_dir;
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if (last_rotate_dir) {
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/*
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* If there's a tile which has been rotated, allow time to
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* animate its rotation.
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*/
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for (x = 0; x < oldstate->width; x++)
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for (y = 0; y < oldstate->height; y++)
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if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) {
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return ROTATE_TIME;
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}
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}
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return 0.0F;
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}
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