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parameters as a string, and decode it again. This is used in midend.c to prepend the game parameters to the game seed, so that copying out of the Specific box is sufficient to completely specify the game you were playing. Throughout development of these games I have referred to `seed' internally, and `game ID' externally. Now there's a measurable difference between them! :-) [originally from svn r4231]
762 lines
17 KiB
C
762 lines
17 KiB
C
/*
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* sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
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* from the 15-puzzle in that you toroidally rotate a row or column
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* at a time.
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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 <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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const char *const game_name = "Sixteen";
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const int game_can_configure = TRUE;
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#define TILE_SIZE 48
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#define BORDER TILE_SIZE /* big border to fill with arrows */
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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 + 2*TILE_SIZE) / TILE_SIZE - 2 )
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#define ANIM_TIME 0.13F
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#define FLASH_FRAME 0.13F
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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 completed;
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int movecount;
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int last_movement_sense;
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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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game_params *ret;
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int w, h;
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char buf[80];
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switch (i) {
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case 0: w = 3, h = 3; break;
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case 1: w = 4, h = 3; break;
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case 2: w = 4, h = 4; break;
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case 3: w = 5, h = 4; break;
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case 4: w = 5, h = 5; break;
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default: return FALSE;
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}
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sprintf(buf, "%dx%d", w, h);
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*name = dupstr(buf);
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*params = ret = snew(game_params);
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ret->w = w;
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ret->h = h;
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return TRUE;
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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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game_params *decode_params(char const *string)
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{
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game_params *ret = default_params();
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ret->w = ret->h = atoi(string);
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while (*string && isdigit(*string)) string++;
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if (*string == 'x') {
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string++;
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ret->h = atoi(string);
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}
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return ret;
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}
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char *encode_params(game_params *params)
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{
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char data[256];
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sprintf(data, "%dx%d", params->w, params->h);
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return dupstr(data);
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}
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config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(3, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = NULL;
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ret[2].type = C_END;
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ret[2].sval = NULL;
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ret[2].ival = 0;
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return ret;
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}
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game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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return ret;
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}
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char *validate_params(game_params *params)
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{
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if (params->w < 2 && params->h < 2)
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return "Width and height must both be at least two";
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return NULL;
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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, random_state *rs)
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{
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int stop, n, i, x;
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int x1, x2, p1, p2;
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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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/*
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* If both dimensions are odd, there is a parity constraint.
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*/
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if (params->w & params->h & 1)
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stop = 2;
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else
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stop = 0;
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/*
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* Place everything except (possibly) the last two tiles.
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*/
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for (x = 0, i = n; i > stop; i--) {
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int k = i > 1 ? random_upto(rs, i) : 0;
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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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if (stop) {
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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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* 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) != 0) {
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tiles[x1] = p2;
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tiles[x2] = p1;
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assert(perm_parity(tiles, n) == 0);
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}
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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]+1);
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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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char *validate_seed(game_params *params, char *seed)
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{
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char *p, *err;
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int i, area;
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int *used;
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area = params->w * params->h;
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p = seed;
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err = NULL;
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used = snewn(area, int);
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for (i = 0; i < area; i++)
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used[i] = FALSE;
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for (i = 0; i < area; i++) {
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char *q = p;
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int n;
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if (*p < '0' || *p > '9') {
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err = "Not enough numbers in string";
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goto leave;
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}
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while (*p >= '0' && *p <= '9')
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p++;
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if (i < area-1 && *p != ',') {
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err = "Expected comma after number";
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goto leave;
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}
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else if (i == area-1 && *p) {
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err = "Excess junk at end of string";
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goto leave;
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}
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n = atoi(q);
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if (n < 1 || n > area) {
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err = "Number out of range";
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goto leave;
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}
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if (used[n-1]) {
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err = "Number used twice";
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goto leave;
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}
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used[n-1] = TRUE;
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if (*p) p++; /* eat comma */
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}
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leave:
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sfree(used);
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return err;
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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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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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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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state->completed = state->movecount = 0;
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state->last_movement_sense = 0;
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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->completed = state->completed;
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ret->movecount = state->movecount;
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ret->last_movement_sense = state->last_movement_sense;
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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_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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void free_ui(game_ui *ui)
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{
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}
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game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
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{
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int cx, cy;
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int dx, dy, tx, ty, n;
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game_state *ret;
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if (button != LEFT_BUTTON)
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return NULL;
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cx = FROMCOORD(x);
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cy = FROMCOORD(y);
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if (cx == -1 && cy >= 0 && cy < from->h)
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n = from->w, dx = +1, dy = 0;
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else if (cx == from->w && cy >= 0 && cy < from->h)
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n = from->w, dx = -1, dy = 0;
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else if (cy == -1 && cx >= 0 && cx < from->w)
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n = from->h, dy = +1, dx = 0;
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else if (cy == from->h && cx >= 0 && cx < from->w)
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n = from->h, dy = -1, dx = 0;
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else
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return NULL; /* invalid click location */
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ret = dup_game(from);
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do {
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cx += dx;
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cy += dy;
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tx = (cx + dx + from->w) % from->w;
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ty = (cy + dy + from->h) % from->h;
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ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
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} while (--n > 0);
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ret->movecount++;
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ret->last_movement_sense = -(dx+dy);
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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 = ret->movecount;
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for (n = 0; n < ret->n; n++)
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if (ret->tiles[n] != n+1)
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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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static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
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{
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int coords[14];
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int ydy = -xdx, ydx = xdy;
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#define POINT(n, xx, yy) ( \
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coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
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coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
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|
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, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int i, 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.
|
|
*/
|
|
|
|
clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
|
|
|
|
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;
|
|
float c;
|
|
int sense;
|
|
|
|
if (oldstate && state->movecount < oldstate->movecount)
|
|
sense = -oldstate->last_movement_sense;
|
|
else
|
|
sense = state->last_movement_sense;
|
|
|
|
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 (dx != 0 &&
|
|
dx != TILE_SIZE * sense) {
|
|
dx = (dx < 0 ? dx + TILE_SIZE * state->w :
|
|
dx - TILE_SIZE * state->w);
|
|
assert(abs(dx) == TILE_SIZE);
|
|
}
|
|
dy = (y1 - y0);
|
|
if (dy != 0 &&
|
|
dy != TILE_SIZE * sense) {
|
|
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 {
|
|
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;
|
|
|
|
/*
|
|
* Update the status bar.
|
|
*/
|
|
{
|
|
char statusbuf[256];
|
|
|
|
/*
|
|
* Don't show the new status until we're also showing the
|
|
* new _state_ - after the game animation is complete.
|
|
*/
|
|
if (oldstate)
|
|
state = oldstate;
|
|
|
|
sprintf(statusbuf, "%sMoves: %d",
|
|
(state->completed ? "COMPLETED! " : ""),
|
|
(state->completed ? state->completed : state->movecount));
|
|
|
|
status_bar(fe, statusbuf);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
int game_wants_statusbar(void)
|
|
{
|
|
return TRUE;
|
|
}
|