diff options
| author | Simon Tatham <anakin@pobox.com> | 2004-04-26 17:10:44 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2004-04-26 17:10:44 +0000 |
| commit | 9867234e70002b8252a48c2bc023875ff87b8ca1 (patch) | |
| tree | 2e03439efd9bd536ff2a9ada0cdaa4254f849031 /net.c | |
| parent | a87bb0576073849b4d316e13132bb6c39c92e78d (diff) | |
| download | puzzles-9867234e70002b8252a48c2bc023875ff87b8ca1.zip puzzles-9867234e70002b8252a48c2bc023875ff87b8ca1.tar.gz puzzles-9867234e70002b8252a48c2bc023875ff87b8ca1.tar.bz2 puzzles-9867234e70002b8252a48c2bc023875ff87b8ca1.tar.xz | |
Further general development. Net is now playable, though
configuration is absent as yet.
[originally from svn r4145]
Diffstat (limited to 'net.c')
| -rw-r--r-- | net.c | 632 |
1 files changed, 581 insertions, 51 deletions
@@ -6,16 +6,32 @@ #include <stdlib.h> #include <string.h> #include <assert.h> +#include <math.h> #include "puzzles.h" #include "tree234.h" -/* Direction bitfields */ +#define PI 3.141592653589793238462643383279502884197169399 + +#define MATMUL(xr,yr,m,x,y) do { \ + float rx, ry, xx = (x), yy = (y), *mat = (m); \ + rx = mat[0] * xx + mat[2] * yy; \ + ry = mat[1] * xx + mat[3] * yy; \ + (xr) = rx; (yr) = ry; \ +} while (0) + +/* Direction and other bitfields */ #define R 0x01 #define U 0x02 #define L 0x04 #define D 0x08 #define LOCKED 0x10 +#define ACTIVE 0x20 +/* Corner flags go in the barriers array */ +#define RU 0x10 +#define UL 0x20 +#define LD 0x40 +#define DR 0x80 /* Rotations: Anticlockwise, Clockwise, Flip, general rotate */ #define A(x) ( (((x) & 0x07) << 1) | (((x) & 0x08) >> 3) ) @@ -37,6 +53,20 @@ #define TILE_BORDER 1 #define WINDOW_OFFSET 16 +#define ROTATE_TIME 0.1 +#define FLASH_FRAME 0.05 + +enum { + COL_BACKGROUND, + COL_LOCKED, + COL_BORDER, + COL_WIRE, + COL_ENDPOINT, + COL_POWERED, + COL_BARRIER, + NCOLOURS +}; + struct game_params { int width; int height; @@ -45,7 +75,7 @@ struct game_params { }; struct game_state { - int width, height, wrapping, completed; + int width, height, cx, cy, wrapping, completed, last_rotate_dir; unsigned char *tiles; unsigned char *barriers; }; @@ -96,10 +126,10 @@ game_params *default_params(void) { game_params *ret = snew(game_params); - ret->width = 5; - ret->height = 5; - ret->wrapping = FALSE; - ret->barrier_probability = 0.0; + ret->width = 11; + ret->height = 11; + ret->wrapping = TRUE; + ret->barrier_probability = 0.1; return ret; } @@ -151,7 +181,10 @@ game_state *new_game(game_params *params, char *seed) state = snew(game_state); w = state->width = params->width; h = state->height = params->height; + state->cx = state->width / 2; + state->cy = state->height / 2; state->wrapping = params->wrapping; + state->last_rotate_dir = +1; /* *shrug* */ state->completed = FALSE; state->tiles = snewn(state->width * state->height, unsigned char); memset(state->tiles, 0, state->width * state->height); @@ -167,8 +200,8 @@ game_state *new_game(game_params *params, char *seed) barrier(state, x, state->height-1) |= D; } for (y = 0; y < state->height; y++) { - barrier(state, y, 0) |= L; - barrier(state, y, state->width-1) |= R; + barrier(state, 0, y) |= L; + barrier(state, state->width-1, y) |= R; } } @@ -220,10 +253,11 @@ game_state *new_game(game_params *params, char *seed) * closed loops. [] */ possibilities = newtree234(xyd_cmp); - add234(possibilities, new_xyd(w/2, h/2, R)); - add234(possibilities, new_xyd(w/2, h/2, U)); - add234(possibilities, new_xyd(w/2, h/2, L)); - add234(possibilities, new_xyd(w/2, h/2, D)); + + add234(possibilities, new_xyd(state->cx, state->cy, R)); + add234(possibilities, new_xyd(state->cx, state->cy, U)); + add234(possibilities, new_xyd(state->cx, state->cy, L)); + add234(possibilities, new_xyd(state->cx, state->cy, D)); while (count234(possibilities) > 0) { int i; @@ -346,12 +380,14 @@ game_state *new_game(game_params *params, char *seed) * Now compute a list of the possible barrier locations. */ barriers = newtree234(xyd_cmp); - for (y = 0; y < state->height - (!state->wrapping); y++) { - for (x = 0; x < state->width - (!state->wrapping); x++) { + for (y = 0; y < state->height; y++) { + for (x = 0; x < state->width; x++) { - if (!(tile(state, x, y) & R)) + if (!(tile(state, x, y) & R) && + (state->wrapping || x < state->width-1)) add234(barriers, new_xyd(x, y, R)); - if (!(tile(state, x, y) & D)) + if (!(tile(state, x, y) & D) && + (state->wrapping || y < state->height-1)) add234(barriers, new_xyd(x, y, D)); } } @@ -359,8 +395,8 @@ game_state *new_game(game_params *params, char *seed) /* * Now shuffle the grid. */ - for (y = 0; y < state->height - (!state->wrapping); y++) { - for (x = 0; x < state->width - (!state->wrapping); x++) { + for (y = 0; y < state->height; y++) { + for (x = 0; x < state->width; x++) { int orig = tile(state, x, y); int rot = random_upto(rs, 4); tile(state, x, y) = ROT(orig, rot); @@ -423,6 +459,54 @@ game_state *new_game(game_params *params, char *seed) freetree234(barriers); } + /* + * Set up the barrier corner flags, for drawing barriers + * prettily when they meet. + */ + for (y = 0; y < state->height; y++) { + for (x = 0; x < state->width; x++) { + int dir; + + for (dir = 1; dir < 0x10; dir <<= 1) { + int dir2 = A(dir); + int x1, y1, x2, y2, x3, y3; + int corner = FALSE; + + if (!(barrier(state, x, y) & dir)) + continue; + + if (barrier(state, x, y) & dir2) + corner = TRUE; + + x1 = x + X(dir), y1 = y + Y(dir); + if (x1 >= 0 && x1 < state->width && + y1 >= 0 && y1 < state->width && + (barrier(state, x1, y1) & dir2)) + corner = TRUE; + + x2 = x + X(dir2), y2 = y + Y(dir2); + if (x2 >= 0 && x2 < state->width && + y2 >= 0 && y2 < state->width && + (barrier(state, x2, y2) & dir)) + corner = TRUE; + + if (corner) { + barrier(state, x, y) |= (dir << 4); + if (x1 >= 0 && x1 < state->width && + y1 >= 0 && y1 < state->width) + barrier(state, x1, y1) |= (A(dir) << 4); + if (x2 >= 0 && x2 < state->width && + y2 >= 0 && y2 < state->width) + barrier(state, x2, y2) |= (C(dir) << 4); + x3 = x + X(dir) + X(dir2), y3 = y + Y(dir) + Y(dir2); + if (x3 >= 0 && x3 < state->width && + y3 >= 0 && y3 < state->width) + barrier(state, x3, y3) |= (F(dir) << 4); + } + } + } + } + random_free(rs); return state; @@ -435,8 +519,11 @@ game_state *dup_game(game_state *state) ret = snew(game_state); ret->width = state->width; ret->height = state->height; + ret->cx = state->cx; + ret->cy = state->cy; ret->wrapping = state->wrapping; ret->completed = state->completed; + ret->last_rotate_dir = state->last_rotate_dir; ret->tiles = snewn(state->width * state->height, unsigned char); memcpy(ret->tiles, state->tiles, state->width * state->height); ret->barriers = snewn(state->width * state->height, unsigned char); @@ -477,7 +564,8 @@ static unsigned char *compute_active(game_state *state) * xyd_cmp and just store direction 0 every time. */ todo = newtree234(xyd_cmp); - add234(todo, new_xyd(state->width / 2, state->height / 2, 0)); + index(state, active, state->cx, state->cy) = ACTIVE; + add234(todo, new_xyd(state->cx, state->cy, 0)); while ( (xyd = delpos234(todo, 0)) != NULL) { int x1, y1, d1, x2, y2, d2; @@ -500,7 +588,7 @@ static unsigned char *compute_active(game_state *state) (tile(state, x2, y2) & d2) && !(barrier(state, x1, y1) & d1) && !index(state, active, x2, y2)) { - index(state, active, x2, y2) = 1; + index(state, active, x2, y2) = ACTIVE; add234(todo, new_xyd(x2, y2, 0)); } } @@ -572,10 +660,13 @@ game_state *make_move(game_state *state, int x, int y, int button) */ ret = dup_game(state); orig = tile(ret, tx, ty); - if (button == LEFT_BUTTON) + if (button == LEFT_BUTTON) { tile(ret, tx, ty) = A(orig); - else + ret->last_rotate_dir = +1; + } else { tile(ret, tx, ty) = C(orig); + ret->last_rotate_dir = -1; + } /* * Check whether the game has been completed. @@ -606,49 +697,488 @@ game_state *make_move(game_state *state, int x, int y, int button) * Routines for drawing the game position on the screen. */ +struct game_drawstate { + int started; + int width, height; + unsigned char *visible; +}; + +game_drawstate *game_new_drawstate(game_state *state) +{ + game_drawstate *ds = snew(game_drawstate); + + ds->started = FALSE; + ds->width = state->width; + ds->height = state->height; + ds->visible = snewn(state->width * state->height, unsigned char); + memset(ds->visible, 0xFF, state->width * state->height); + + return ds; +} + +void game_free_drawstate(game_drawstate *ds) +{ + sfree(ds->visible); + sfree(ds); +} + void game_size(game_params *params, int *x, int *y) { *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; } -/* ---------------------------------------------------------------------- - * Test code. - */ +float *game_colours(frontend *fe, game_state *state, int *ncolours) +{ + float *ret; -#ifdef TESTMODE + ret = snewn(NCOLOURS * 3, float); + *ncolours = NCOLOURS; -int main(void) + /* + * Basic background colour is whatever the front end thinks is + * a sensible default. + */ + frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + + /* + * Wires are black. + */ + ret[COL_WIRE * 3 + 0] = 0.0; + ret[COL_WIRE * 3 + 1] = 0.0; + ret[COL_WIRE * 3 + 2] = 0.0; + + /* + * Powered wires and powered endpoints are cyan. + */ + ret[COL_POWERED * 3 + 0] = 0.0; + ret[COL_POWERED * 3 + 1] = 1.0; + ret[COL_POWERED * 3 + 2] = 1.0; + + /* + * Barriers are red. + */ + ret[COL_BARRIER * 3 + 0] = 1.0; + ret[COL_BARRIER * 3 + 1] = 0.0; + ret[COL_BARRIER * 3 + 2] = 0.0; + + /* + * Unpowered endpoints are blue. + */ + ret[COL_ENDPOINT * 3 + 0] = 0.0; + ret[COL_ENDPOINT * 3 + 1] = 0.0; + ret[COL_ENDPOINT * 3 + 2] = 1.0; + + /* + * Tile borders are a darker grey than the background. + */ + ret[COL_BORDER * 3 + 0] = 0.5 * ret[COL_BACKGROUND * 3 + 0]; + ret[COL_BORDER * 3 + 1] = 0.5 * ret[COL_BACKGROUND * 3 + 1]; + ret[COL_BORDER * 3 + 2] = 0.5 * ret[COL_BACKGROUND * 3 + 2]; + + /* + * Locked tiles are a grey in between those two. + */ + ret[COL_LOCKED * 3 + 0] = 0.75 * ret[COL_BACKGROUND * 3 + 0]; + ret[COL_LOCKED * 3 + 1] = 0.75 * ret[COL_BACKGROUND * 3 + 1]; + ret[COL_LOCKED * 3 + 2] = 0.75 * ret[COL_BACKGROUND * 3 + 2]; + + return ret; +} + +static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, + int colour) { - game_params params = { 13, 11, TRUE, 0.1 }; - char *seed; - game_state *state; - unsigned char *active; + draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); + draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); + draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); + draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); + draw_line(fe, x1, y1, x2, y2, colour); +} - seed = "123"; - state = new_game(¶ms, seed); - active = compute_active(state); +static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, + int colour) +{ + int mx = (x1 < x2 ? x1 : x2); + int my = (y1 < y2 ? y1 : y2); + int dx = (x2 + x1 - 2*mx + 1); + int dy = (y2 + y1 - 2*my + 1); - { - int x, y; + draw_rect(fe, mx, my, dx, dy, colour); +} - printf("\033)0\016"); - for (y = 0; y < state->height; y++) { - for (x = 0; x < state->width; x++) { - if (index(state, active, x, y)) - printf("\033[1;32m"); - else - printf("\033[0;31m"); - putchar("~``m`qjv`lxtkwua"[tile(state, x, y)]); - } - printf("\033[m\n"); - } - printf("\017"); +static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) +{ + int bx = WINDOW_OFFSET + TILE_SIZE * x; + int by = WINDOW_OFFSET + TILE_SIZE * y; + int x1, y1, dx, dy, dir2; + + dir >>= 4; + + dir2 = A(dir); + dx = X(dir) + X(dir2); + dy = Y(dir) + Y(dir2); + x1 = (dx > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); + y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); + + if (phase == 0) { + draw_rect_coords(fe, bx+x1, by+y1, + bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, + COL_WIRE); + draw_rect_coords(fe, bx+x1, by+y1, + bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, + COL_WIRE); + } else { + draw_rect_coords(fe, bx+x1, by+y1, + bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, + COL_BARRIER); } +} + +static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) +{ + int bx = WINDOW_OFFSET + TILE_SIZE * x; + int by = WINDOW_OFFSET + TILE_SIZE * y; + int x1, y1, w, h; + + x1 = (X(dir) > 0 ? TILE_SIZE : X(dir) == 0 ? TILE_BORDER : 0); + y1 = (Y(dir) > 0 ? TILE_SIZE : Y(dir) == 0 ? TILE_BORDER : 0); + w = (X(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); + h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); + + if (phase == 0) { + draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); + } else { + draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); + } +} - free_game(state); +static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, + float angle) +{ + int bx = WINDOW_OFFSET + TILE_SIZE * x; + int by = WINDOW_OFFSET + TILE_SIZE * y; + float matrix[4]; + float cx, cy, ex, ey, tx, ty; + int dir, col, phase; - return 0; + /* + * When we draw a single tile, we must draw everything up to + * and including the borders around the tile. This means that + * if the neighbouring tiles have connections to those borders, + * we must draw those connections on the borders themselves. + * + * This would be terribly fiddly if we ever had to draw a tile + * while its neighbour was in mid-rotate, because we'd have to + * arrange to _know_ that the neighbour was being rotated and + * hence had an anomalous effect on the redraw of this tile. + * Fortunately, the drawing algorithm avoids ever calling us in + * this circumstance: we're either drawing lots of straight + * tiles at game start or after a move is complete, or we're + * repeatedly drawing only the rotating tile. So no problem. + */ + + /* + * So. First blank the tile out completely: draw a big + * rectangle in border colour, and a smaller rectangle in + * background colour to fill it in. + */ + draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, + COL_BORDER); + draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, + TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, + tile & LOCKED ? COL_LOCKED : COL_BACKGROUND); + + /* + * Set up the rotation matrix. + */ + matrix[0] = cos(angle * PI / 180.0); + matrix[1] = -sin(angle * PI / 180.0); + matrix[2] = sin(angle * PI / 180.0); + matrix[3] = cos(angle * PI / 180.0); + + /* + * Draw the wires. + */ + cx = cy = TILE_BORDER + (TILE_SIZE-TILE_BORDER) / 2.0 - 0.5; + col = (tile & ACTIVE ? COL_POWERED : COL_WIRE); + for (dir = 1; dir < 0x10; dir <<= 1) { + if (tile & dir) { + ex = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * X(dir); + ey = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * Y(dir); + MATMUL(tx, ty, matrix, ex, ey); + draw_thick_line(fe, bx+cx, by+cy, bx+(cx+tx), by+(cy+ty), + COL_WIRE); + } + } + for (dir = 1; dir < 0x10; dir <<= 1) { + if (tile & dir) { + ex = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * X(dir); + ey = (TILE_SIZE - TILE_BORDER - 1.0) / 2.0 * Y(dir); + MATMUL(tx, ty, matrix, ex, ey); + draw_line(fe, bx+cx, by+cy, bx+(cx+tx), by+(cy+ty), col); + } + } + + /* + * Draw the box in the middle. We do this in blue if the tile + * is an unpowered endpoint, in cyan if the tile is a powered + * endpoint, in black if the tile is the centrepiece, and + * otherwise not at all. + */ + col = -1; + if (x == state->cx && y == state->cy) + col = COL_WIRE; + else if (COUNT(tile) == 1) { + col = (tile & ACTIVE ? COL_POWERED : COL_ENDPOINT); + } + if (col >= 0) { + int i, points[8]; + + points[0] = +1; points[1] = +1; + points[2] = +1; points[3] = -1; + points[4] = -1; points[5] = -1; + points[6] = -1; points[7] = +1; + + for (i = 0; i < 8; i += 2) { + ex = (TILE_SIZE * 0.24) * points[i]; + ey = (TILE_SIZE * 0.24) * points[i+1]; + MATMUL(tx, ty, matrix, ex, ey); + points[i] = bx+cx+tx; + points[i+1] = by+cy+ty; + } + + draw_polygon(fe, points, 4, TRUE, col); + draw_polygon(fe, points, 4, FALSE, COL_WIRE); + } + + /* + * Draw the points on the border if other tiles are connected + * to us. + */ + for (dir = 1; dir < 0x10; dir <<= 1) { + int dx, dy, px, py, lx, ly, vx, vy, ox, oy; + + dx = X(dir); + dy = Y(dir); + + ox = x + dx; + oy = y + dy; + + if (ox < 0 || ox >= state->width || oy < 0 || oy >= state->height) + continue; + + if (!(tile(state, ox, oy) & F(dir))) + continue; + + px = bx + (dx>0 ? TILE_SIZE + TILE_BORDER - 1 : dx<0 ? 0 : cx); + py = by + (dy>0 ? TILE_SIZE + TILE_BORDER - 1 : dy<0 ? 0 : cy); + lx = dx * (TILE_BORDER-1); + ly = dy * (TILE_BORDER-1); + vx = (dy ? 1 : 0); + vy = (dx ? 1 : 0); + + if (angle == 0.0 && (tile & dir)) { + /* + * If we are fully connected to the other tile, we must + * draw right across the tile border. (We can use our + * own ACTIVE state to determine what colour to do this + * in: if we are fully connected to the other tile then + * the two ACTIVE states will be the same.) + */ + draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); + draw_rect_coords(fe, px, py, px+lx, py+ly, + (tile & ACTIVE) ? COL_POWERED : COL_WIRE); + } else { + /* + * The other tile extends into our border, but isn't + * actually connected to us. Just draw a single black + * dot. + */ + draw_rect_coords(fe, px, py, px, py, COL_WIRE); + } + } + + /* + * Draw barrier corners, and then barriers. + */ + for (phase = 0; phase < 2; phase++) { + for (dir = 1; dir < 0x10; dir <<= 1) + if (barrier(state, x, y) & (dir << 4)) + draw_barrier_corner(fe, x, y, dir << 4, phase); + for (dir = 1; dir < 0x10; dir <<= 1) + if (barrier(state, x, y) & dir) + draw_barrier(fe, x, y, dir, phase); + } + + draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); } -#endif +void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, + game_state *state, float t) +{ + int x, y, tx, ty, frame; + unsigned char *active; + float angle = 0.0; + + /* + * Clear the screen and draw the exterior barrier lines if this + * is our first call. + */ + if (!ds->started) { + int phase; + + ds->started = TRUE; + + draw_rect(fe, 0, 0, + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, + COL_BACKGROUND); + draw_update(fe, 0, 0, + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); + + for (phase = 0; phase < 2; phase++) { + + for (x = 0; x < ds->width; x++) { + if (barrier(state, x, 0) & UL) + draw_barrier_corner(fe, x, -1, LD, phase); + if (barrier(state, x, 0) & RU) + draw_barrier_corner(fe, x, -1, DR, phase); + if (barrier(state, x, 0) & U) + draw_barrier(fe, x, -1, D, phase); + if (barrier(state, x, ds->height-1) & DR) + draw_barrier_corner(fe, x, ds->height, RU, phase); + if (barrier(state, x, ds->height-1) & LD) + draw_barrier_corner(fe, x, ds->height, UL, phase); + if (barrier(state, x, ds->height-1) & D) + draw_barrier(fe, x, ds->height, U, phase); + } + + for (y = 0; y < ds->height; y++) { + if (barrier(state, 0, y) & UL) + draw_barrier_corner(fe, -1, y, RU, phase); + if (barrier(state, 0, y) & LD) + draw_barrier_corner(fe, -1, y, DR, phase); + if (barrier(state, 0, y) & L) + draw_barrier(fe, -1, y, R, phase); + if (barrier(state, ds->width-1, y) & RU) + draw_barrier_corner(fe, ds->width, y, UL, phase); + if (barrier(state, ds->width-1, y) & DR) + draw_barrier_corner(fe, ds->width, y, LD, phase); + if (barrier(state, ds->width-1, y) & R) + draw_barrier(fe, ds->width, y, L, phase); + } + } + } + + tx = ty = -1; + frame = -1; + if (oldstate && (t < ROTATE_TIME)) { + /* + * We're animating a tile rotation. Find the turning tile, + * if any. + */ + for (x = 0; x < oldstate->width; x++) + for (y = 0; y < oldstate->height; y++) + if ((tile(oldstate, x, y) ^ tile(state, x, y)) & 0xF) { + tx = x, ty = y; + goto break_label; /* leave both loops at once */ + } + break_label: + + if (tx >= 0) { + if (tile(state, tx, ty) == ROT(tile(oldstate, tx, ty), + state->last_rotate_dir)) + angle = state->last_rotate_dir * 90.0 * (t / ROTATE_TIME); + else + angle = state->last_rotate_dir * -90.0 * (t / ROTATE_TIME); + state = oldstate; + } + } else if (t > ROTATE_TIME) { + /* + * We're animating a completion flash. Find which frame + * we're at. + */ + frame = (t - ROTATE_TIME) / FLASH_FRAME; + } + + /* + * Draw any tile which differs from the way it was last drawn. + */ + active = compute_active(state); + + for (x = 0; x < ds->width; x++) + for (y = 0; y < ds->height; y++) { + unsigned char c = tile(state, x, y) | index(state, active, x, y); + + /* + * In a completion flash, we adjust the LOCKED bit + * depending on our distance from the centre point and + * the frame number. + */ + if (frame >= 0) { + int xdist, ydist, dist; + xdist = (x < state->cx ? state->cx - x : x - state->cx); + ydist = (y < state->cy ? state->cy - y : y - state->cy); + dist = (xdist > ydist ? xdist : ydist); + + if (frame >= dist && frame < dist+4) { + int lock = (frame - dist) & 1; + lock = lock ? LOCKED : 0; + c = (c &~ LOCKED) | lock; + } + } + + if (index(state, ds->visible, x, y) != c || + index(state, ds->visible, x, y) == 0xFF || + (x == tx && y == ty)) { + draw_tile(fe, state, x, y, c, + (x == tx && y == ty ? angle : 0.0)); + if (x == tx && y == ty) + index(state, ds->visible, x, y) = 0xFF; + else + index(state, ds->visible, x, y) = c; + } + } + + sfree(active); +} + +float game_anim_length(game_state *oldstate, game_state *newstate) +{ + float ret = 0.0; + int x, y; + + /* + * If there's a tile which has been rotated, allow time to + * animate its rotation. + */ + for (x = 0; x < oldstate->width; x++) + for (y = 0; y < oldstate->height; y++) + if ((tile(oldstate, x, y) ^ tile(newstate, x, y)) & 0xF) { + ret = ROTATE_TIME; + goto break_label; /* leave both loops at once */ + } + break_label: + + /* + * Also, if the game has just been completed, allow time for a + * completion flash. + */ + if (!oldstate->completed && newstate->completed) { + int size; + size = 0; + if (size < newstate->cx+1) + size = newstate->cx+1; + if (size < newstate->cy+1) + size = newstate->cy+1; + if (size < newstate->width - newstate->cx) + size = newstate->width - newstate->cx; + if (size < newstate->height - newstate->cy) + size = newstate->height - newstate->cy; + ret += FLASH_FRAME * (size+4); + } + + return ret; +} |