mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-22 16:32:13 -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:
560
fifteen.c
Normal file
560
fifteen.c
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@ -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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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];
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}
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/*
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* See if the game has been completed.
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*/
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if (!ret->completed) {
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ret->completed = TRUE;
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for (p = 0; p < ret->n; p++)
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if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
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ret->completed = FALSE;
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}
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return ret;
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}
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/* ----------------------------------------------------------------------
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* Drawing routines.
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*/
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struct game_drawstate {
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int started;
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int w, h, bgcolour;
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int *tiles;
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};
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void game_size(game_params *params, int *x, int *y)
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{
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*x = TILE_SIZE * params->w + 2 * BORDER;
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*y = TILE_SIZE * params->h + 2 * BORDER;
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}
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float *game_colours(frontend *fe, game_state *state, int *ncolours)
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{
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float *ret = snewn(3 * NCOLOURS, float);
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int i;
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float max;
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frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
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/*
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* Drop the background colour so that the highlight is
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* noticeably brighter than it while still being under 1.
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*/
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max = ret[COL_BACKGROUND*3];
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for (i = 1; i < 3; i++)
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if (ret[COL_BACKGROUND*3+i] > max)
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max = ret[COL_BACKGROUND*3+i];
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if (max * 1.2F > 1.0F) {
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for (i = 0; i < 3; i++)
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ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
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}
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for (i = 0; i < 3; i++) {
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ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
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ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
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ret[COL_TEXT * 3 + i] = 0.0;
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}
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*ncolours = NCOLOURS;
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return ret;
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}
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game_drawstate *game_new_drawstate(game_state *state)
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{
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struct game_drawstate *ds = snew(struct game_drawstate);
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int i;
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ds->started = FALSE;
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ds->w = state->w;
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ds->h = state->h;
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ds->bgcolour = COL_BACKGROUND;
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ds->tiles = snewn(ds->w*ds->h, int);
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for (i = 0; i < ds->w*ds->h; i++)
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ds->tiles[i] = -1;
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return ds;
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}
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void game_free_drawstate(game_drawstate *ds)
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{
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sfree(ds->tiles);
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sfree(ds);
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}
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static void draw_tile(frontend *fe, game_state *state, int x, int y,
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int tile, int flash_colour)
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{
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if (tile == 0) {
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draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
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flash_colour);
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} else {
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int coords[6];
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char str[40];
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coords[0] = x + TILE_SIZE - 1;
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coords[1] = y + TILE_SIZE - 1;
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coords[2] = x + TILE_SIZE - 1;
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coords[3] = y;
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coords[4] = x;
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coords[5] = y + TILE_SIZE - 1;
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draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
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draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
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coords[0] = x;
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coords[1] = y;
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draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
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draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
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draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
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TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
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flash_colour);
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sprintf(str, "%d", tile);
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draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
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FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
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COL_TEXT, str);
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}
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draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
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}
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void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, float animtime, float flashtime)
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{
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int i, pass, bgcolour;
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if (flashtime > 0) {
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int frame = (int)(flashtime / FLASH_FRAME);
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bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
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} else
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bgcolour = COL_BACKGROUND;
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if (!ds->started) {
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int coords[6];
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draw_rect(fe, 0, 0,
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TILE_SIZE * state->w + 2 * BORDER,
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TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
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draw_update(fe, 0, 0,
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TILE_SIZE * state->w + 2 * BORDER,
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TILE_SIZE * state->h + 2 * BORDER);
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/*
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* Recessed area containing the whole puzzle.
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*/
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coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
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coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
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coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
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coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
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coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
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coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
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draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
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draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
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coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
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coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
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draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
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draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
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ds->started = TRUE;
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}
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/*
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* Now draw each tile. We do this in two passes to make
|
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* animation easy.
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*/
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for (pass = 0; pass < 2; pass++) {
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for (i = 0; i < state->n; i++) {
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int t, t0;
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/*
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* Figure out what should be displayed at this
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||||
* location. It's either a simple tile, or it's a
|
||||
* transition between two tiles (in which case we say
|
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* -1 because it must always be drawn).
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*/
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if (oldstate && oldstate->tiles[i] != state->tiles[i])
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||||
t = -1;
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else
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t = state->tiles[i];
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||||
t0 = t;
|
||||
|
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if (ds->bgcolour != bgcolour || /* always redraw when flashing */
|
||||
ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
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||||
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;
|
||||
}
|
Reference in New Issue
Block a user