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:
Simon Tatham
2004-04-29 18:10:22 +00:00
parent 4b9d755252
commit fa7ef572c7
9 changed files with 1401 additions and 25 deletions

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@ -1,5 +1,5 @@
Makefile*
net cube nullgame
net cube fifteen sixteen nullgame
*.exe *.obj *.o
*.map *.rsp
*notes

6
Recipe
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@ -13,14 +13,18 @@
!makefile cygwin Makefile.cyg
WINDOWS = windows user32.lib gdi32.lib
COMMON = midend malloc
COMMON = midend misc malloc
NET = net random tree234
net : [X] gtk COMMON NET
cube : [X] gtk COMMON cube
fifteen : [X] gtk COMMON fifteen
sixteen : [X] gtk COMMON sixteen
net : [G] WINDOWS COMMON NET
cube : [G] WINDOWS COMMON cube
fifteen : [G] WINDOWS COMMON fifteen
sixteen : [G] WINDOWS COMMON sixteen
# The `nullgame' source file is a largely blank one, which contains
# all the correct function definitions to compile and link, but

26
cube.c
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@ -511,15 +511,7 @@ char *new_game_seed(game_params *params)
for (i = 0; i < data.nclasses; i++) {
for (j = 0; j < facesperclass; j++) {
unsigned long divisor = RAND_MAX / data.nsquares[i];
unsigned long max = divisor * data.nsquares[i];
unsigned long n;
do {
n = rand();
} while (n >= max);
n /= divisor;
int n = rand_upto(data.nsquares[i]);
assert(!flags[data.gridptrs[i][n]]);
flags[data.gridptrs[i][n]] = TRUE;
@ -529,7 +521,7 @@ char *new_game_seed(game_params *params)
* better data structure for this, but for such small
* numbers it hardly seems worth the effort.
*/
while ((int)n < data.nsquares[i]-1) {
while (n < data.nsquares[i]-1) {
data.gridptrs[i][n] = data.gridptrs[i][n+1];
n++;
}
@ -567,19 +559,7 @@ char *new_game_seed(game_params *params)
/*
* Choose a non-blue square for the polyhedron.
*/
{
unsigned long divisor = RAND_MAX / m;
unsigned long max = divisor * m;
unsigned long n;
do {
n = rand();
} while (n >= max);
n /= divisor;
sprintf(p, ":%d", data.gridptrs[0][n]);
}
sprintf(p, ":%d", rand_upto(m));
sfree(data.gridptrs[0]);
sfree(flags);

560
fifteen.c Normal file
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@ -0,0 +1,560 @@
/*
* fifteen.c: standard 15-puzzle.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
#include "puzzles.h"
const char *const game_name = "Fifteen";
#define TILE_SIZE 48
#define BORDER (TILE_SIZE / 2)
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
#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 gap_pos;
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)
{
return FALSE;
}
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 gap, n, i, x;
int x1, x2, p1, p2, parity;
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;
}
gap = rand_upto(n);
tiles[gap] = 0;
used[0] = TRUE;
/*
* Place everything else except the last two tiles.
*/
for (x = 0, i = n-1; i > 2; i--) {
int k = rand_upto(i);
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;
}
/*
* 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;
/*
* Determine the required parity of the overall permutation.
* This is the XOR of:
*
* - The chessboard parity ((x^y)&1) of the gap square. The
* bottom right, and therefore also the top left, count as
* even.
*
* - The parity of n. (The target permutation is 1,...,n-1,0
* rather than 0,...,n-1; this is a cyclic permutation of
* the starting point and hence is odd iff n is even.)
*/
parity = (X(params, gap) ^ Y(params, gap) ^ (n+1)) & 1;
/*
* Try the last two tiles one way round. If that fails, swap
* them.
*/
tiles[x1] = p1;
tiles[x2] = p2;
if (perm_parity(tiles, n) != parity) {
tiles[x1] = p2;
tiles[x2] = p1;
assert(perm_parity(tiles, n) == parity);
}
/*
* 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]);
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);
state->gap_pos = 0;
p = seed;
i = 0;
for (i = 0; i < state->n; i++) {
assert(*p);
state->tiles[i] = atoi(p);
if (state->tiles[i] == 0)
state->gap_pos = i;
while (*p && *p != ',')
p++;
if (*p) p++; /* eat comma */
}
assert(!*p);
assert(state->tiles[state->gap_pos] == 0);
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->gap_pos = state->gap_pos;
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 gx, gy, dx, dy, ux, uy, up, p;
game_state *ret;
gx = X(from, from->gap_pos);
gy = Y(from, from->gap_pos);
if (button == CURSOR_RIGHT && gx > 0)
dx = gx - 1, dy = gy;
else if (button == CURSOR_LEFT && gx < from->w-1)
dx = gx + 1, dy = gy;
else if (button == CURSOR_DOWN && gy > 0)
dy = gy - 1, dx = gx;
else if (button == CURSOR_UP && gy < from->h-1)
dy = gy + 1, dx = gx;
else if (button == LEFT_BUTTON) {
dx = FROMCOORD(x);
dy = FROMCOORD(y);
if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
return NULL; /* out of bounds */
/*
* Any click location should be equal to the gap location
* in _precisely_ one coordinate.
*/
if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
return NULL;
} else
return NULL; /* no move */
/*
* Find the unit displacement from the original gap
* position towards this one.
*/
ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
up = C(from, ux, uy);
ret = dup_game(from);
ret->gap_pos = C(from, dx, dy);
assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
ret->tiles[ret->gap_pos] = 0;
for (p = from->gap_pos; p != ret->gap_pos; p += up) {
assert(p >= 0 && p < from->n);
ret->tiles[p] = from->tiles[p + up];
}
/*
* See if the game has been completed.
*/
if (!ret->completed) {
ret->completed = TRUE;
for (p = 0; p < ret->n; p++)
if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
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);
}
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
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@ -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
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@ -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;
}

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@ -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
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@ -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;
}

View File

@ -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)