mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Implemented text and clipping primitives in the frontend, and added
two new simple games `fifteen' and `sixteen'. [originally from svn r4173]
This commit is contained in:
@ -1,5 +1,5 @@
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Makefile*
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net cube nullgame
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net cube fifteen sixteen nullgame
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*.exe *.obj *.o
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*.map *.rsp
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*notes
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6
Recipe
6
Recipe
@ -13,14 +13,18 @@
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!makefile cygwin Makefile.cyg
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WINDOWS = windows user32.lib gdi32.lib
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COMMON = midend malloc
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COMMON = midend misc malloc
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NET = net random tree234
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net : [X] gtk COMMON NET
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cube : [X] gtk COMMON cube
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fifteen : [X] gtk COMMON fifteen
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sixteen : [X] gtk COMMON sixteen
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net : [G] WINDOWS COMMON NET
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cube : [G] WINDOWS COMMON cube
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fifteen : [G] WINDOWS COMMON fifteen
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sixteen : [G] WINDOWS COMMON sixteen
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# The `nullgame' source file is a largely blank one, which contains
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# all the correct function definitions to compile and link, but
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26
cube.c
26
cube.c
@ -511,15 +511,7 @@ char *new_game_seed(game_params *params)
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for (i = 0; i < data.nclasses; i++) {
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for (j = 0; j < facesperclass; j++) {
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unsigned long divisor = RAND_MAX / data.nsquares[i];
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unsigned long max = divisor * data.nsquares[i];
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unsigned long n;
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do {
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n = rand();
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} while (n >= max);
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n /= divisor;
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int n = rand_upto(data.nsquares[i]);
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assert(!flags[data.gridptrs[i][n]]);
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flags[data.gridptrs[i][n]] = TRUE;
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@ -529,7 +521,7 @@ char *new_game_seed(game_params *params)
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* better data structure for this, but for such small
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* numbers it hardly seems worth the effort.
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*/
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while ((int)n < data.nsquares[i]-1) {
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while (n < data.nsquares[i]-1) {
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data.gridptrs[i][n] = data.gridptrs[i][n+1];
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n++;
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}
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@ -567,19 +559,7 @@ char *new_game_seed(game_params *params)
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/*
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* Choose a non-blue square for the polyhedron.
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*/
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{
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unsigned long divisor = RAND_MAX / m;
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unsigned long max = divisor * m;
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unsigned long n;
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do {
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n = rand();
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} while (n >= max);
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n /= divisor;
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sprintf(p, ":%d", data.gridptrs[0][n]);
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}
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sprintf(p, ":%d", rand_upto(m));
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sfree(data.gridptrs[0]);
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sfree(flags);
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560
fifteen.c
Normal file
560
fifteen.c
Normal file
@ -0,0 +1,560 @@
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/*
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* fifteen.c: standard 15-puzzle.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <math.h>
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#include "puzzles.h"
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const char *const game_name = "Fifteen";
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#define TILE_SIZE 48
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#define BORDER (TILE_SIZE / 2)
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#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
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#define ANIM_TIME 0.1F
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#define FLASH_FRAME 0.1F
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#define X(state, i) ( (i) % (state)->w )
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#define Y(state, i) ( (i) / (state)->w )
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#define C(state, x, y) ( (y) * (state)->w + (x) )
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enum {
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COL_BACKGROUND,
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COL_TEXT,
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COL_HIGHLIGHT,
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COL_LOWLIGHT,
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NCOLOURS
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};
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struct game_params {
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int w, h;
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};
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struct game_state {
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int w, h, n;
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int *tiles;
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int gap_pos;
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int completed;
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};
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game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 4;
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return ret;
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}
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int game_fetch_preset(int i, char **name, game_params **params)
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{
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return FALSE;
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}
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void free_params(game_params *params)
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{
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sfree(params);
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}
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game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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int perm_parity(int *perm, int n)
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{
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int i, j, ret;
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ret = 0;
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for (i = 0; i < n-1; i++)
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for (j = i+1; j < n; j++)
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if (perm[i] > perm[j])
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ret = !ret;
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return ret;
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}
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char *new_game_seed(game_params *params)
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{
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int gap, n, i, x;
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int x1, x2, p1, p2, parity;
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int *tiles, *used;
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char *ret;
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int retlen;
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n = params->w * params->h;
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tiles = snewn(n, int);
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used = snewn(n, int);
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for (i = 0; i < n; i++) {
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tiles[i] = -1;
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used[i] = FALSE;
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}
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gap = rand_upto(n);
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tiles[gap] = 0;
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used[0] = TRUE;
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/*
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* Place everything else except the last two tiles.
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*/
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for (x = 0, i = n-1; i > 2; i--) {
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int k = rand_upto(i);
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int j;
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for (j = 0; j < n; j++)
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if (!used[j] && (k-- == 0))
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break;
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assert(j < n && !used[j]);
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used[j] = TRUE;
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while (tiles[x] >= 0)
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x++;
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assert(x < n);
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tiles[x] = j;
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}
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/*
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* Find the last two locations, and the last two pieces.
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*/
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while (tiles[x] >= 0)
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x++;
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assert(x < n);
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x1 = x;
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x++;
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while (tiles[x] >= 0)
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x++;
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assert(x < n);
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x2 = x;
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for (i = 0; i < n; i++)
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if (!used[i])
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break;
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p1 = i;
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for (i = p1+1; i < n; i++)
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if (!used[i])
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break;
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p2 = i;
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/*
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* Determine the required parity of the overall permutation.
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* This is the XOR of:
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*
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* - The chessboard parity ((x^y)&1) of the gap square. The
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* bottom right, and therefore also the top left, count as
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* even.
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*
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* - The parity of n. (The target permutation is 1,...,n-1,0
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* rather than 0,...,n-1; this is a cyclic permutation of
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* the starting point and hence is odd iff n is even.)
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*/
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parity = (X(params, gap) ^ Y(params, gap) ^ (n+1)) & 1;
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/*
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* Try the last two tiles one way round. If that fails, swap
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* them.
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*/
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tiles[x1] = p1;
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tiles[x2] = p2;
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if (perm_parity(tiles, n) != parity) {
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tiles[x1] = p2;
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tiles[x2] = p1;
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assert(perm_parity(tiles, n) == parity);
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}
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/*
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* Now construct the game seed, by describing the tile array as
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* a simple sequence of comma-separated integers.
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*/
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ret = NULL;
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retlen = 0;
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for (i = 0; i < n; i++) {
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char buf[80];
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int k;
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k = sprintf(buf, "%d,", tiles[i]);
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ret = sresize(ret, retlen + k + 1, char);
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strcpy(ret + retlen, buf);
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retlen += k;
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}
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ret[retlen-1] = '\0'; /* delete last comma */
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sfree(tiles);
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sfree(used);
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return ret;
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}
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game_state *new_game(game_params *params, char *seed)
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{
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game_state *state = snew(game_state);
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int i;
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char *p;
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state->w = params->w;
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state->h = params->h;
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state->n = params->w * params->h;
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state->tiles = snewn(state->n, int);
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state->gap_pos = 0;
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p = seed;
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i = 0;
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for (i = 0; i < state->n; i++) {
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assert(*p);
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state->tiles[i] = atoi(p);
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if (state->tiles[i] == 0)
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state->gap_pos = i;
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while (*p && *p != ',')
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p++;
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if (*p) p++; /* eat comma */
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}
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assert(!*p);
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assert(state->tiles[state->gap_pos] == 0);
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state->completed = FALSE;
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return state;
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}
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game_state *dup_game(game_state *state)
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{
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game_state *ret = snew(game_state);
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ret->w = state->w;
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ret->h = state->h;
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ret->n = state->n;
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ret->tiles = snewn(state->w * state->h, int);
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memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
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ret->gap_pos = state->gap_pos;
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ret->completed = state->completed;
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return ret;
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}
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void free_game(game_state *state)
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{
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sfree(state);
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}
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game_state *make_move(game_state *from, int x, int y, int button)
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{
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int gx, gy, dx, dy, ux, uy, up, p;
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game_state *ret;
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gx = X(from, from->gap_pos);
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gy = Y(from, from->gap_pos);
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if (button == CURSOR_RIGHT && gx > 0)
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dx = gx - 1, dy = gy;
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else if (button == CURSOR_LEFT && gx < from->w-1)
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dx = gx + 1, dy = gy;
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else if (button == CURSOR_DOWN && gy > 0)
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dy = gy - 1, dx = gx;
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else if (button == CURSOR_UP && gy < from->h-1)
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dy = gy + 1, dx = gx;
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else if (button == LEFT_BUTTON) {
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dx = FROMCOORD(x);
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dy = FROMCOORD(y);
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if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
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return NULL; /* out of bounds */
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/*
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* Any click location should be equal to the gap location
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* in _precisely_ one coordinate.
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*/
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if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
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return NULL;
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} else
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return NULL; /* no move */
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/*
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* Find the unit displacement from the original gap
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* position towards this one.
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*/
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ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
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uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
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up = C(from, ux, uy);
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ret = dup_game(from);
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|
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ret->gap_pos = C(from, dx, dy);
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assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
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ret->tiles[ret->gap_pos] = 0;
|
||||
|
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for (p = from->gap_pos; p != ret->gap_pos; p += up) {
|
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assert(p >= 0 && p < from->n);
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ret->tiles[p] = from->tiles[p + up];
|
||||
}
|
||||
|
||||
/*
|
||||
* See if the game has been completed.
|
||||
*/
|
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if (!ret->completed) {
|
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ret->completed = TRUE;
|
||||
for (p = 0; p < ret->n; p++)
|
||||
if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
|
||||
ret->completed = FALSE;
|
||||
}
|
||||
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return ret;
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||||
}
|
||||
|
||||
/* ----------------------------------------------------------------------
|
||||
* Drawing routines.
|
||||
*/
|
||||
|
||||
struct game_drawstate {
|
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int started;
|
||||
int w, h, bgcolour;
|
||||
int *tiles;
|
||||
};
|
||||
|
||||
void game_size(game_params *params, int *x, int *y)
|
||||
{
|
||||
*x = TILE_SIZE * params->w + 2 * BORDER;
|
||||
*y = TILE_SIZE * params->h + 2 * BORDER;
|
||||
}
|
||||
|
||||
float *game_colours(frontend *fe, game_state *state, int *ncolours)
|
||||
{
|
||||
float *ret = snewn(3 * NCOLOURS, float);
|
||||
int i;
|
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float max;
|
||||
|
||||
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
||||
|
||||
/*
|
||||
* Drop the background colour so that the highlight is
|
||||
* noticeably brighter than it while still being under 1.
|
||||
*/
|
||||
max = ret[COL_BACKGROUND*3];
|
||||
for (i = 1; i < 3; i++)
|
||||
if (ret[COL_BACKGROUND*3+i] > max)
|
||||
max = ret[COL_BACKGROUND*3+i];
|
||||
if (max * 1.2F > 1.0F) {
|
||||
for (i = 0; i < 3; i++)
|
||||
ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
|
||||
}
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
|
||||
ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
|
||||
ret[COL_TEXT * 3 + i] = 0.0;
|
||||
}
|
||||
|
||||
*ncolours = NCOLOURS;
|
||||
return ret;
|
||||
}
|
||||
|
||||
game_drawstate *game_new_drawstate(game_state *state)
|
||||
{
|
||||
struct game_drawstate *ds = snew(struct game_drawstate);
|
||||
int i;
|
||||
|
||||
ds->started = FALSE;
|
||||
ds->w = state->w;
|
||||
ds->h = state->h;
|
||||
ds->bgcolour = COL_BACKGROUND;
|
||||
ds->tiles = snewn(ds->w*ds->h, int);
|
||||
for (i = 0; i < ds->w*ds->h; i++)
|
||||
ds->tiles[i] = -1;
|
||||
|
||||
return ds;
|
||||
}
|
||||
|
||||
void game_free_drawstate(game_drawstate *ds)
|
||||
{
|
||||
sfree(ds->tiles);
|
||||
sfree(ds);
|
||||
}
|
||||
|
||||
static void draw_tile(frontend *fe, game_state *state, int x, int y,
|
||||
int tile, int flash_colour)
|
||||
{
|
||||
if (tile == 0) {
|
||||
draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
|
||||
flash_colour);
|
||||
} else {
|
||||
int coords[6];
|
||||
char str[40];
|
||||
|
||||
coords[0] = x + TILE_SIZE - 1;
|
||||
coords[1] = y + TILE_SIZE - 1;
|
||||
coords[2] = x + TILE_SIZE - 1;
|
||||
coords[3] = y;
|
||||
coords[4] = x;
|
||||
coords[5] = y + TILE_SIZE - 1;
|
||||
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
|
||||
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
|
||||
|
||||
coords[0] = x;
|
||||
coords[1] = y;
|
||||
draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
|
||||
draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
|
||||
|
||||
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
|
||||
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
|
||||
flash_colour);
|
||||
|
||||
sprintf(str, "%d", tile);
|
||||
draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
|
||||
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
|
||||
COL_TEXT, str);
|
||||
}
|
||||
draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
|
||||
}
|
||||
|
||||
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
||||
game_state *state, float animtime, float flashtime)
|
||||
{
|
||||
int i, pass, bgcolour;
|
||||
|
||||
if (flashtime > 0) {
|
||||
int frame = (int)(flashtime / FLASH_FRAME);
|
||||
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
|
||||
} else
|
||||
bgcolour = COL_BACKGROUND;
|
||||
|
||||
if (!ds->started) {
|
||||
int coords[6];
|
||||
|
||||
draw_rect(fe, 0, 0,
|
||||
TILE_SIZE * state->w + 2 * BORDER,
|
||||
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
|
||||
draw_update(fe, 0, 0,
|
||||
TILE_SIZE * state->w + 2 * BORDER,
|
||||
TILE_SIZE * state->h + 2 * BORDER);
|
||||
|
||||
/*
|
||||
* Recessed area containing the whole puzzle.
|
||||
*/
|
||||
coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
|
||||
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
|
||||
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
|
||||
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
|
||||
coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
|
||||
coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
|
||||
draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
|
||||
draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
|
||||
|
||||
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
|
||||
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
|
||||
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
|
||||
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
|
||||
|
||||
ds->started = TRUE;
|
||||
}
|
||||
|
||||
/*
|
||||
* Now draw each tile. We do this in two passes to make
|
||||
* animation easy.
|
||||
*/
|
||||
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;
|
||||
|
||||
/*
|
||||
* Figure out what to _actually_ draw, and where to
|
||||
* draw it.
|
||||
*/
|
||||
if (t == -1) {
|
||||
int x0, y0, x1, y1;
|
||||
int j;
|
||||
|
||||
/*
|
||||
* On the first pass, just blank the tile.
|
||||
*/
|
||||
if (pass == 0) {
|
||||
x = COORD(X(state, i));
|
||||
y = COORD(Y(state, i));
|
||||
t = 0;
|
||||
} else {
|
||||
float c;
|
||||
|
||||
t = state->tiles[i];
|
||||
|
||||
/*
|
||||
* Don't bother moving the gap; just don't
|
||||
* draw it.
|
||||
*/
|
||||
if (t == 0)
|
||||
continue;
|
||||
|
||||
/*
|
||||
* 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));
|
||||
|
||||
c = (animtime / ANIM_TIME);
|
||||
if (c < 0.0F) c = 0.0F;
|
||||
if (c > 1.0F) c = 1.0F;
|
||||
|
||||
x = x0 + (int)(c * (x1 - x0));
|
||||
y = y0 + (int)(c * (y1 - y0));
|
||||
}
|
||||
|
||||
} else {
|
||||
if (pass == 0)
|
||||
continue;
|
||||
x = COORD(X(state, i));
|
||||
y = COORD(Y(state, i));
|
||||
}
|
||||
|
||||
draw_tile(fe, state, x, y, t, bgcolour);
|
||||
}
|
||||
ds->tiles[i] = t0;
|
||||
}
|
||||
}
|
||||
ds->bgcolour = bgcolour;
|
||||
}
|
||||
|
||||
float game_anim_length(game_state *oldstate, game_state *newstate)
|
||||
{
|
||||
return ANIM_TIME;
|
||||
}
|
||||
|
||||
float game_flash_length(game_state *oldstate, game_state *newstate)
|
||||
{
|
||||
if (!oldstate->completed && newstate->completed)
|
||||
return 2 * FLASH_FRAME;
|
||||
else
|
||||
return 0.0F;
|
||||
}
|
89
gtk.c
89
gtk.c
@ -34,6 +34,12 @@ void fatal(char *fmt, ...)
|
||||
* GTK front end to puzzles.
|
||||
*/
|
||||
|
||||
struct font {
|
||||
GdkFont *font;
|
||||
int type;
|
||||
int size;
|
||||
};
|
||||
|
||||
/*
|
||||
* This structure holds all the data relevant to a single window.
|
||||
* In principle this would allow us to open multiple independent
|
||||
@ -53,6 +59,8 @@ struct frontend {
|
||||
GdkGC *gc;
|
||||
int bbox_l, bbox_r, bbox_u, bbox_d;
|
||||
int timer_active, timer_id;
|
||||
struct font *fonts;
|
||||
int nfonts, fontsize;
|
||||
};
|
||||
|
||||
void frontend_default_colour(frontend *fe, float *output)
|
||||
@ -72,6 +80,85 @@ void start_draw(frontend *fe)
|
||||
fe->bbox_d = 0;
|
||||
}
|
||||
|
||||
void clip(frontend *fe, int x, int y, int w, int h)
|
||||
{
|
||||
GdkRectangle rect;
|
||||
|
||||
rect.x = x;
|
||||
rect.y = y;
|
||||
rect.width = w;
|
||||
rect.height = h;
|
||||
|
||||
gdk_gc_set_clip_rectangle(fe->gc, &rect);
|
||||
}
|
||||
|
||||
void unclip(frontend *fe)
|
||||
{
|
||||
GdkRectangle rect;
|
||||
|
||||
rect.x = 0;
|
||||
rect.y = 0;
|
||||
rect.width = fe->w;
|
||||
rect.height = fe->h;
|
||||
|
||||
gdk_gc_set_clip_rectangle(fe->gc, &rect);
|
||||
}
|
||||
|
||||
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
|
||||
int align, int colour, char *text)
|
||||
{
|
||||
int i;
|
||||
|
||||
/*
|
||||
* Find or create the font.
|
||||
*/
|
||||
for (i = 0; i < fe->nfonts; i++)
|
||||
if (fe->fonts[i].type == fonttype && fe->fonts[i].size == fontsize)
|
||||
break;
|
||||
|
||||
if (i == fe->nfonts) {
|
||||
if (fe->fontsize <= fe->nfonts) {
|
||||
fe->fontsize = fe->nfonts + 10;
|
||||
fe->fonts = sresize(fe->fonts, fe->fontsize, struct font);
|
||||
}
|
||||
|
||||
fe->nfonts++;
|
||||
|
||||
fe->fonts[i].type = fonttype;
|
||||
fe->fonts[i].size = fontsize;
|
||||
|
||||
/*
|
||||
* FIXME: Really I should make at least _some_ effort to
|
||||
* pick the correct font.
|
||||
*/
|
||||
fe->fonts[i].font = gdk_font_load("variable");
|
||||
}
|
||||
|
||||
/*
|
||||
* Find string dimensions and process alignment.
|
||||
*/
|
||||
{
|
||||
int lb, rb, wid, asc, desc;
|
||||
|
||||
gdk_string_extents(fe->fonts[i].font, text,
|
||||
&lb, &rb, &wid, &asc, &desc);
|
||||
if (align & ALIGN_VCENTRE)
|
||||
y += asc - (asc+desc)/2;
|
||||
|
||||
if (align & ALIGN_HCENTRE)
|
||||
x -= wid / 2;
|
||||
else if (align & ALIGN_HRIGHT)
|
||||
x -= wid;
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
* Set colour and actually draw text.
|
||||
*/
|
||||
gdk_gc_set_foreground(fe->gc, &fe->colours[colour]);
|
||||
gdk_draw_string(fe->pixmap, fe->fonts[i].font, fe->gc, x, y, text);
|
||||
}
|
||||
|
||||
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
|
||||
{
|
||||
gdk_gc_set_foreground(fe->gc, &fe->colours[colour]);
|
||||
@ -405,6 +492,8 @@ static frontend *new_window(void)
|
||||
gtk_box_pack_end(vbox, fe->area, FALSE, FALSE, 0);
|
||||
|
||||
fe->pixmap = NULL;
|
||||
fe->fonts = NULL;
|
||||
fe->nfonts = fe->fontsize = 0;
|
||||
|
||||
fe->timer_active = FALSE;
|
||||
|
||||
|
25
misc.c
Normal file
25
misc.c
Normal file
@ -0,0 +1,25 @@
|
||||
/*
|
||||
* misc.c: Miscellaneous helpful functions.
|
||||
*/
|
||||
|
||||
#include <assert.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include "puzzles.h"
|
||||
|
||||
int rand_upto(int limit)
|
||||
{
|
||||
unsigned long divisor = RAND_MAX / (unsigned)limit;
|
||||
unsigned long max = divisor * (unsigned)limit;
|
||||
unsigned long n;
|
||||
|
||||
assert(limit > 0);
|
||||
|
||||
do {
|
||||
n = rand();
|
||||
} while (n >= max);
|
||||
|
||||
n /= divisor;
|
||||
|
||||
return (int)n;
|
||||
}
|
19
puzzles.h
19
puzzles.h
@ -37,15 +37,29 @@ typedef struct game_params game_params;
|
||||
typedef struct game_state game_state;
|
||||
typedef struct game_drawstate game_drawstate;
|
||||
|
||||
#define ALIGN_VNORMAL 0x000
|
||||
#define ALIGN_VCENTRE 0x100
|
||||
|
||||
#define ALIGN_HLEFT 0x000
|
||||
#define ALIGN_HCENTRE 0x001
|
||||
#define ALIGN_HRIGHT 0x002
|
||||
|
||||
#define FONT_FIXED 0
|
||||
#define FONT_VARIABLE 1
|
||||
|
||||
/*
|
||||
* Platform routines
|
||||
*/
|
||||
void fatal(char *fmt, ...);
|
||||
void frontend_default_colour(frontend *fe, float *output);
|
||||
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
|
||||
int align, int colour, char *text);
|
||||
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
|
||||
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
|
||||
void draw_polygon(frontend *fe, int *coords, int npoints,
|
||||
int fill, int colour);
|
||||
void clip(frontend *fe, int x, int y, int w, int h);
|
||||
void unclip(frontend *fe);
|
||||
void start_draw(frontend *fe);
|
||||
void draw_update(frontend *fe, int x, int y, int w, int h);
|
||||
void end_draw(frontend *fe);
|
||||
@ -83,6 +97,11 @@ char *dupstr(char *s);
|
||||
#define sresize(array, number, type) \
|
||||
( (type *) srealloc ((array), (number) * sizeof (type)) )
|
||||
|
||||
/*
|
||||
* misc.c
|
||||
*/
|
||||
int rand_upto(int limit);
|
||||
|
||||
/*
|
||||
* random.c
|
||||
*/
|
||||
|
604
sixteen.c
Normal file
604
sixteen.c
Normal file
@ -0,0 +1,604 @@
|
||||
/*
|
||||
* sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
|
||||
* from the 15-puzzle in that you toroidally rotate a row or column
|
||||
* at a time.
|
||||
*/
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <assert.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "puzzles.h"
|
||||
|
||||
const char *const game_name = "Sixteen";
|
||||
|
||||
#define TILE_SIZE 48
|
||||
#define BORDER TILE_SIZE /* big border to fill with arrows */
|
||||
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
|
||||
#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 X(state, i) ( (i) % (state)->w )
|
||||
#define Y(state, i) ( (i) / (state)->w )
|
||||
#define C(state, x, y) ( (y) * (state)->w + (x) )
|
||||
|
||||
enum {
|
||||
COL_BACKGROUND,
|
||||
COL_TEXT,
|
||||
COL_HIGHLIGHT,
|
||||
COL_LOWLIGHT,
|
||||
NCOLOURS
|
||||
};
|
||||
|
||||
struct game_params {
|
||||
int w, h;
|
||||
};
|
||||
|
||||
struct game_state {
|
||||
int w, h, n;
|
||||
int *tiles;
|
||||
int completed;
|
||||
};
|
||||
|
||||
game_params *default_params(void)
|
||||
{
|
||||
game_params *ret = snew(game_params);
|
||||
|
||||
ret->w = ret->h = 4;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
int game_fetch_preset(int i, char **name, game_params **params)
|
||||
{
|
||||
game_params *ret;
|
||||
int w, h;
|
||||
char buf[80];
|
||||
|
||||
switch (i) {
|
||||
case 0: w = 3, h = 3; break;
|
||||
case 1: w = 4, h = 3; break;
|
||||
case 2: w = 4, h = 4; break;
|
||||
case 3: w = 5, h = 4; break;
|
||||
case 4: w = 5, h = 5; break;
|
||||
default: return FALSE;
|
||||
}
|
||||
|
||||
sprintf(buf, "%dx%d", w, h);
|
||||
*name = dupstr(buf);
|
||||
*params = ret = snew(game_params);
|
||||
ret->w = w;
|
||||
ret->h = h;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void free_params(game_params *params)
|
||||
{
|
||||
sfree(params);
|
||||
}
|
||||
|
||||
game_params *dup_params(game_params *params)
|
||||
{
|
||||
game_params *ret = snew(game_params);
|
||||
*ret = *params; /* structure copy */
|
||||
return ret;
|
||||
}
|
||||
|
||||
int perm_parity(int *perm, int n)
|
||||
{
|
||||
int i, j, ret;
|
||||
|
||||
ret = 0;
|
||||
|
||||
for (i = 0; i < n-1; i++)
|
||||
for (j = i+1; j < n; j++)
|
||||
if (perm[i] > perm[j])
|
||||
ret = !ret;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
char *new_game_seed(game_params *params)
|
||||
{
|
||||
int stop, n, i, x;
|
||||
int x1, x2, p1, p2;
|
||||
int *tiles, *used;
|
||||
char *ret;
|
||||
int retlen;
|
||||
|
||||
n = params->w * params->h;
|
||||
|
||||
tiles = snewn(n, int);
|
||||
used = snewn(n, int);
|
||||
|
||||
for (i = 0; i < n; i++) {
|
||||
tiles[i] = -1;
|
||||
used[i] = FALSE;
|
||||
}
|
||||
|
||||
/*
|
||||
* If both dimensions are odd, there is a parity constraint.
|
||||
*/
|
||||
if (params->w & params->h & 1)
|
||||
stop = 2;
|
||||
else
|
||||
stop = 0;
|
||||
|
||||
/*
|
||||
* Place everything except (possibly) the last two tiles.
|
||||
*/
|
||||
for (x = 0, i = n; i > stop; i--) {
|
||||
int k = i > 1 ? rand_upto(i) : 0;
|
||||
int j;
|
||||
|
||||
for (j = 0; j < n; j++)
|
||||
if (!used[j] && (k-- == 0))
|
||||
break;
|
||||
|
||||
assert(j < n && !used[j]);
|
||||
used[j] = TRUE;
|
||||
|
||||
while (tiles[x] >= 0)
|
||||
x++;
|
||||
assert(x < n);
|
||||
tiles[x] = j;
|
||||
}
|
||||
|
||||
if (stop) {
|
||||
/*
|
||||
* Find the last two locations, and the last two pieces.
|
||||
*/
|
||||
while (tiles[x] >= 0)
|
||||
x++;
|
||||
assert(x < n);
|
||||
x1 = x;
|
||||
x++;
|
||||
while (tiles[x] >= 0)
|
||||
x++;
|
||||
assert(x < n);
|
||||
x2 = x;
|
||||
|
||||
for (i = 0; i < n; i++)
|
||||
if (!used[i])
|
||||
break;
|
||||
p1 = i;
|
||||
for (i = p1+1; i < n; i++)
|
||||
if (!used[i])
|
||||
break;
|
||||
p2 = i;
|
||||
|
||||
/*
|
||||
* Try the last two tiles one way round. If that fails, swap
|
||||
* them.
|
||||
*/
|
||||
tiles[x1] = p1;
|
||||
tiles[x2] = p2;
|
||||
if (perm_parity(tiles, n) != 0) {
|
||||
tiles[x1] = p2;
|
||||
tiles[x2] = p1;
|
||||
assert(perm_parity(tiles, n) == 0);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Now construct the game seed, by describing the tile array as
|
||||
* a simple sequence of comma-separated integers.
|
||||
*/
|
||||
ret = NULL;
|
||||
retlen = 0;
|
||||
for (i = 0; i < n; i++) {
|
||||
char buf[80];
|
||||
int k;
|
||||
|
||||
k = sprintf(buf, "%d,", tiles[i]+1);
|
||||
|
||||
ret = sresize(ret, retlen + k + 1, char);
|
||||
strcpy(ret + retlen, buf);
|
||||
retlen += k;
|
||||
}
|
||||
ret[retlen-1] = '\0'; /* delete last comma */
|
||||
|
||||
sfree(tiles);
|
||||
sfree(used);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
game_state *new_game(game_params *params, char *seed)
|
||||
{
|
||||
game_state *state = snew(game_state);
|
||||
int i;
|
||||
char *p;
|
||||
|
||||
state->w = params->w;
|
||||
state->h = params->h;
|
||||
state->n = params->w * params->h;
|
||||
state->tiles = snewn(state->n, int);
|
||||
|
||||
p = seed;
|
||||
i = 0;
|
||||
for (i = 0; i < state->n; i++) {
|
||||
assert(*p);
|
||||
state->tiles[i] = atoi(p);
|
||||
while (*p && *p != ',')
|
||||
p++;
|
||||
if (*p) p++; /* eat comma */
|
||||
}
|
||||
assert(!*p);
|
||||
|
||||
state->completed = FALSE;
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
game_state *dup_game(game_state *state)
|
||||
{
|
||||
game_state *ret = snew(game_state);
|
||||
|
||||
ret->w = state->w;
|
||||
ret->h = state->h;
|
||||
ret->n = state->n;
|
||||
ret->tiles = snewn(state->w * state->h, int);
|
||||
memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
|
||||
ret->completed = state->completed;
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void free_game(game_state *state)
|
||||
{
|
||||
sfree(state);
|
||||
}
|
||||
|
||||
game_state *make_move(game_state *from, int x, int y, int button)
|
||||
{
|
||||
int cx, cy;
|
||||
int dx, dy, tx, ty, n;
|
||||
game_state *ret;
|
||||
|
||||
if (button != LEFT_BUTTON)
|
||||
return NULL;
|
||||
|
||||
cx = FROMCOORD(x);
|
||||
cy = FROMCOORD(y);
|
||||
if (cx == -1 && cy >= 0 && cy < from->h)
|
||||
n = from->w, dx = +1, dy = 0;
|
||||
else if (cx == from->w && cy >= 0 && cy < from->h)
|
||||
n = from->w, dx = -1, dy = 0;
|
||||
else if (cy == -1 && cx >= 0 && cx < from->w)
|
||||
n = from->h, dy = +1, dx = 0;
|
||||
else if (cy == from->h && cx >= 0 && cx < from->w)
|
||||
n = from->h, dy = -1, dx = 0;
|
||||
else
|
||||
return NULL; /* invalid click location */
|
||||
|
||||
ret = dup_game(from);
|
||||
|
||||
do {
|
||||
cx += dx;
|
||||
cy += dy;
|
||||
tx = (cx + dx + from->w) % from->w;
|
||||
ty = (cy + dy + from->h) % from->h;
|
||||
ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
|
||||
} while (--n > 0);
|
||||
|
||||
/*
|
||||
* See if the game has been completed.
|
||||
*/
|
||||
if (!ret->completed) {
|
||||
ret->completed = TRUE;
|
||||
for (n = 0; n < ret->n; n++)
|
||||
if (ret->tiles[n] != n+1)
|
||||
ret->completed = FALSE;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
/* ----------------------------------------------------------------------
|
||||
* Drawing routines.
|
||||
*/
|
||||
|
||||
struct game_drawstate {
|
||||
int started;
|
||||
int w, h, bgcolour;
|
||||
int *tiles;
|
||||
};
|
||||
|
||||
void game_size(game_params *params, int *x, int *y)
|
||||
{
|
||||
*x = TILE_SIZE * params->w + 2 * BORDER;
|
||||
*y = TILE_SIZE * params->h + 2 * BORDER;
|
||||
}
|
||||
|
||||
float *game_colours(frontend *fe, game_state *state, int *ncolours)
|
||||
{
|
||||
float *ret = snewn(3 * NCOLOURS, float);
|
||||
int i;
|
||||
float max;
|
||||
|
||||
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
||||
|
||||
/*
|
||||
* Drop the background colour so that the highlight is
|
||||
* noticeably brighter than it while still being under 1.
|
||||
*/
|
||||
max = ret[COL_BACKGROUND*3];
|
||||
for (i = 1; i < 3; i++)
|
||||
if (ret[COL_BACKGROUND*3+i] > max)
|
||||
max = ret[COL_BACKGROUND*3+i];
|
||||
if (max * 1.2F > 1.0F) {
|
||||
for (i = 0; i < 3; i++)
|
||||
ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
|
||||
}
|
||||
|
||||
for (i = 0; i < 3; i++) {
|
||||
ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
|
||||
ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
|
||||
ret[COL_TEXT * 3 + i] = 0.0;
|
||||
}
|
||||
|
||||
*ncolours = NCOLOURS;
|
||||
return ret;
|
||||
}
|
||||
|
||||
game_drawstate *game_new_drawstate(game_state *state)
|
||||
{
|
||||
struct game_drawstate *ds = snew(struct game_drawstate);
|
||||
int i;
|
||||
|
||||
ds->started = FALSE;
|
||||
ds->w = state->w;
|
||||
ds->h = state->h;
|
||||
ds->bgcolour = COL_BACKGROUND;
|
||||
ds->tiles = snewn(ds->w*ds->h, int);
|
||||
for (i = 0; i < ds->w*ds->h; i++)
|
||||
ds->tiles[i] = -1;
|
||||
|
||||
return ds;
|
||||
}
|
||||
|
||||
void game_free_drawstate(game_drawstate *ds)
|
||||
{
|
||||
sfree(ds->tiles);
|
||||
sfree(ds);
|
||||
}
|
||||
|
||||
static void draw_tile(frontend *fe, game_state *state, int x, int y,
|
||||
int tile, int flash_colour)
|
||||
{
|
||||
if (tile == 0) {
|
||||
draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
|
||||
flash_colour);
|
||||
} else {
|
||||
int coords[6];
|
||||
char str[40];
|
||||
|
||||
coords[0] = x + TILE_SIZE - 1;
|
||||
coords[1] = y + TILE_SIZE - 1;
|
||||
coords[2] = x + TILE_SIZE - 1;
|
||||
coords[3] = y;
|
||||
coords[4] = x;
|
||||
coords[5] = y + TILE_SIZE - 1;
|
||||
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
|
||||
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
|
||||
|
||||
coords[0] = x;
|
||||
coords[1] = y;
|
||||
draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
|
||||
draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
|
||||
|
||||
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
|
||||
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
|
||||
flash_colour);
|
||||
|
||||
sprintf(str, "%d", tile);
|
||||
draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
|
||||
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
|
||||
COL_TEXT, str);
|
||||
}
|
||||
draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
|
||||
}
|
||||
|
||||
static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
|
||||
{
|
||||
int coords[14];
|
||||
int ydy = -xdx, ydx = xdy;
|
||||
|
||||
#define POINT(n, xx, yy) ( \
|
||||
coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
|
||||
coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
|
||||
|
||||
POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
|
||||
POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
|
||||
POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
|
||||
POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
|
||||
POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
|
||||
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
|
||||
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
|
||||
|
||||
draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
|
||||
draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
|
||||
}
|
||||
|
||||
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
||||
game_state *state, float animtime, float flashtime)
|
||||
{
|
||||
int i, pass, bgcolour;
|
||||
|
||||
if (flashtime > 0) {
|
||||
int frame = (int)(flashtime / FLASH_FRAME);
|
||||
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
|
||||
} else
|
||||
bgcolour = COL_BACKGROUND;
|
||||
|
||||
if (!ds->started) {
|
||||
int coords[6];
|
||||
|
||||
draw_rect(fe, 0, 0,
|
||||
TILE_SIZE * state->w + 2 * BORDER,
|
||||
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
|
||||
draw_update(fe, 0, 0,
|
||||
TILE_SIZE * state->w + 2 * BORDER,
|
||||
TILE_SIZE * state->h + 2 * BORDER);
|
||||
|
||||
/*
|
||||
* Recessed area containing the whole puzzle.
|
||||
*/
|
||||
coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
|
||||
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
|
||||
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
|
||||
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
|
||||
coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
|
||||
coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
|
||||
draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
|
||||
draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
|
||||
|
||||
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
|
||||
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
|
||||
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
|
||||
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
|
||||
|
||||
/*
|
||||
* Arrows for making moves.
|
||||
*/
|
||||
for (i = 0; i < state->w; i++) {
|
||||
draw_arrow(fe, COORD(i), COORD(0), +1, 0);
|
||||
draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
|
||||
}
|
||||
for (i = 0; i < state->h; i++) {
|
||||
draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
|
||||
draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
|
||||
}
|
||||
|
||||
ds->started = TRUE;
|
||||
}
|
||||
|
||||
/*
|
||||
* Now draw each tile. We do this in two passes to make
|
||||
* animation easy.
|
||||
*/
|
||||
|
||||
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 (abs(dx) > TILE_SIZE) {
|
||||
dx = (dx < 0 ? dx + TILE_SIZE * state->w :
|
||||
dx - TILE_SIZE * state->w);
|
||||
assert(abs(dx) == TILE_SIZE);
|
||||
}
|
||||
dy = (y1 - y0);
|
||||
if (abs(dy) > TILE_SIZE) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
unclip(fe);
|
||||
|
||||
ds->bgcolour = bgcolour;
|
||||
}
|
||||
|
||||
float game_anim_length(game_state *oldstate, game_state *newstate)
|
||||
{
|
||||
return ANIM_TIME;
|
||||
}
|
||||
|
||||
float game_flash_length(game_state *oldstate, game_state *newstate)
|
||||
{
|
||||
if (!oldstate->completed && newstate->completed)
|
||||
return 2 * FLASH_FRAME;
|
||||
else
|
||||
return 0.0F;
|
||||
}
|
95
windows.c
95
windows.c
@ -5,6 +5,7 @@
|
||||
#include <windows.h>
|
||||
|
||||
#include <stdio.h>
|
||||
#include <assert.h>
|
||||
#include <stdarg.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
@ -63,6 +64,12 @@ void debug_printf(char *fmt, ...)
|
||||
|
||||
#endif
|
||||
|
||||
struct font {
|
||||
HFONT font;
|
||||
int type;
|
||||
int size;
|
||||
};
|
||||
|
||||
struct frontend {
|
||||
midend_data *me;
|
||||
HWND hwnd;
|
||||
@ -71,9 +78,12 @@ struct frontend {
|
||||
COLORREF *colours;
|
||||
HBRUSH *brushes;
|
||||
HPEN *pens;
|
||||
HRGN clip;
|
||||
UINT timer;
|
||||
int npresets;
|
||||
game_params **presets;
|
||||
struct font *fonts;
|
||||
int nfonts, fontsize;
|
||||
};
|
||||
|
||||
void fatal(char *fmt, ...)
|
||||
@ -99,6 +109,86 @@ void frontend_default_colour(frontend *fe, float *output)
|
||||
output[2] = (float)(GetBValue(c) / 255.0);
|
||||
}
|
||||
|
||||
void clip(frontend *fe, int x, int y, int w, int h)
|
||||
{
|
||||
if (!fe->clip) {
|
||||
fe->clip = CreateRectRgn(0, 0, 1, 1);
|
||||
GetClipRgn(fe->hdc_bm, fe->clip);
|
||||
}
|
||||
|
||||
IntersectClipRect(fe->hdc_bm, x, y, x+w, y+h);
|
||||
}
|
||||
|
||||
void unclip(frontend *fe)
|
||||
{
|
||||
assert(fe->clip);
|
||||
SelectClipRgn(fe->hdc_bm, fe->clip);
|
||||
}
|
||||
|
||||
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
|
||||
int align, int colour, char *text)
|
||||
{
|
||||
int i;
|
||||
|
||||
/*
|
||||
* Find or create the font.
|
||||
*/
|
||||
for (i = 0; i < fe->nfonts; i++)
|
||||
if (fe->fonts[i].type == fonttype && fe->fonts[i].size == fontsize)
|
||||
break;
|
||||
|
||||
if (i == fe->nfonts) {
|
||||
if (fe->fontsize <= fe->nfonts) {
|
||||
fe->fontsize = fe->nfonts + 10;
|
||||
fe->fonts = sresize(fe->fonts, fe->fontsize, struct font);
|
||||
}
|
||||
|
||||
fe->nfonts++;
|
||||
|
||||
fe->fonts[i].type = fonttype;
|
||||
fe->fonts[i].size = fontsize;
|
||||
|
||||
/*
|
||||
* FIXME: Really I should make at least _some_ effort to
|
||||
* pick the correct font.
|
||||
*/
|
||||
fe->fonts[i].font = CreateFont(-fontsize, 0, 0, 0, 0,
|
||||
FALSE, FALSE, FALSE, DEFAULT_CHARSET,
|
||||
OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS,
|
||||
DEFAULT_QUALITY,
|
||||
(fonttype == FONT_FIXED ?
|
||||
FIXED_PITCH | FF_DONTCARE :
|
||||
VARIABLE_PITCH | FF_SWISS),
|
||||
NULL);
|
||||
}
|
||||
|
||||
/*
|
||||
* Position and draw the text.
|
||||
*/
|
||||
{
|
||||
HFONT oldfont;
|
||||
TEXTMETRIC tm;
|
||||
SIZE size;
|
||||
|
||||
oldfont = SelectObject(fe->hdc_bm, fe->fonts[i].font);
|
||||
if (GetTextMetrics(fe->hdc_bm, &tm)) {
|
||||
if (align & ALIGN_VCENTRE)
|
||||
y -= (tm.tmAscent+tm.tmDescent)/2;
|
||||
else
|
||||
y -= tm.tmAscent;
|
||||
}
|
||||
if (GetTextExtentPoint32(fe->hdc_bm, text, strlen(text), &size)) {
|
||||
if (align & ALIGN_HCENTRE)
|
||||
x -= size.cx / 2;
|
||||
else if (align & ALIGN_HRIGHT)
|
||||
x -= size.cx;
|
||||
}
|
||||
SetBkMode(fe->hdc_bm, TRANSPARENT);
|
||||
TextOut(fe->hdc_bm, x, y, text, strlen(text));
|
||||
SelectObject(fe->hdc_bm, oldfont);
|
||||
}
|
||||
}
|
||||
|
||||
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour)
|
||||
{
|
||||
if (w == 1 && h == 1) {
|
||||
@ -161,6 +251,7 @@ void start_draw(frontend *fe)
|
||||
fe->hdc_bm = CreateCompatibleDC(hdc_win);
|
||||
fe->prevbm = SelectObject(fe->hdc_bm, fe->bitmap);
|
||||
ReleaseDC(fe->hwnd, hdc_win);
|
||||
fe->clip = NULL;
|
||||
}
|
||||
|
||||
void draw_update(frontend *fe, int x, int y, int w, int h)
|
||||
@ -179,6 +270,10 @@ void end_draw(frontend *fe)
|
||||
{
|
||||
SelectObject(fe->hdc_bm, fe->prevbm);
|
||||
DeleteDC(fe->hdc_bm);
|
||||
if (fe->clip) {
|
||||
DeleteObject(fe->clip);
|
||||
fe->clip = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void deactivate_timer(frontend *fe)
|
||||
|
Reference in New Issue
Block a user