Flash on completion. Two people actually complained! :-)

[originally from svn r4218]
This commit is contained in:
Simon Tatham
2004-05-12 12:32:27 +00:00
parent 3ccdce2f6c
commit 87aec91b37

30
rect.c
View File

@ -76,6 +76,8 @@ struct game_params {
#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 )
@ -84,6 +86,7 @@ struct game_state {
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)
@ -716,6 +719,7 @@ game_state *new_game(game_params *params, char *seed)
state->grid = snewn(area, int);
state->vedge = snewn(area, unsigned char);
state->hedge = snewn(area, unsigned char);
state->completed = FALSE;
i = 0;
while (*seed) {
@ -756,6 +760,8 @@ game_state *dup_game(game_state *state)
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));
@ -1032,6 +1038,26 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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;
@ -1239,7 +1265,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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) {
@ -1263,6 +1289,8 @@ float game_anim_length(game_state *oldstate, game_state *newstate)
float game_flash_length(game_state *oldstate, game_state *newstate)
{
if (!oldstate->completed && newstate->completed)
return FLASH_TIME;
return 0.0F;
}