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Aminet 9
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Aminet 9 (1995)(GTI - Schatztruhe)[!][Dec 1995].iso
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think
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Dragon.lha
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Dragon
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Dragon.c
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1995-03-09
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/************************************************************************
* *
* Dragon Game *
* =========== *
* *
* Copyright ©1995 Nick Christie *
* *
* Distributed under the terms of the GNU Public License. *
* *
* Version 1.0 (29/08/92) *
* ======================== *
* NB: The IFF ILBMs loaded as background and tiles must be of a certain *
* format: see LoadBackground() and LoadTileImages() in DragDisp.c. *
* *
* *
* Version 1.1 (2/7/94) *
* ====================== *
* Converted to SAS/C 6.5. *
* *
* *
*************************************************************************/
/*** TODO
Some help -> describe the numbers around the screen.
Face graphic with attitude according to success.
Cheat: can work out a solution ?
Triumph graphics ?
Record of best game and # of successes ?
Make NTSC compatible.
***/
/************************************************************************
****************************** INCLUDES *******************************
*************************************************************************/
#include "DragonDefs.h"
#include "Dragon.h"
#define USAGEMSG "Usage: Dragon TILES/K BGND/K\n" \
"Where: TILES = optional, followed by name of IFF\n" \
" ILBM file to get tile images from;\n" \
" BGND = as above for background image.\n" \
"Default names are DragonTiles.pic & DragonBgnd.pic.\n" \
"See the doc for specifications of these files.\n"
/************************************************************************
************************* EXTERNAL REFERENCES *************************
*************************************************************************/
extern BOOL OpenBufRPort(void); /* all these from */
extern void CloseBufRPort(void); /* DragDisp.c */
extern void LoadBackground(char *fname);
extern void UnloadBackground(void);
extern BOOL LoadTileImages(char *fname);
extern void UnloadTileImages(void);
extern void DrawBoard(BOARD board,struct RastPort *rp);
extern void DrawOneTile(UBYTE tile,struct RastPort *rp,UWORD x,UWORD y);
extern void DisplayStats(BOARD board,struct RastPort *rp);
extern UWORD PossibleMoves(BOARD board);
extern void SelectStats(UBYTE tile,BOARD board,struct RastPort *rp);
extern struct Library *SysBase;
/************************************************************************
***************************** PROTOTYPES ******************************
*************************************************************************/
ULONG main(ULONG cmdlen,char *cmdline);
char *ParseWBArgs(struct WBStartup *wbmsg,char **bgndptr,char **tileptr);
char *ParseCLIArgs(ULONG clen,char *cline,char **bgndptr,char **tileptr);
BOOL HandleMenu(UWORD code,UWORD qual);
void HandleMouse(UWORD code,UWORD qual,WORD msx,WORD msy);
BOOL WhichTileHit(WORD msx,WORD msy,UWORD *px,UWORD *py,UWORD *pz);
BOOL IsInTile(UWORD scrnx,UWORD scrny,UWORD tilex,UWORD tiley,UWORD tilez);
UWORD TopLevelTile(BOARD board,UWORD x,UWORD y);
BOOL CanMoveTile(BOARD board,UWORD x,UWORD y,UWORD z);
void RemoveTile(BOARD board,struct RastPort *rp,UWORD x,UWORD y,UWORD z);
char *OpenAll(void);
void CloseAll(char *errmsg,BOOL fromwb);
void UndoMove(BOARD board,struct RastPort *rp);
void UndoAll(void);
void NewBoard(void);
void ShuffleBoard(BOARD board);
ULONG Random(UWORD max);
void Randomize(void);
int CXBRK(void) {return(0);} /* Lattice: disables CTRL+C */
int chkabort(void) {return(0);}
/************************************************************************
***************************** GLOBAL DATA *****************************
*************************************************************************/
/*
* Library bases
*/
struct Library *GadToolsBase = NULL;
struct Library *IFFParseBase = NULL;
struct Library *IconBase = NULL;
/*
* Pointers to the filenames for the background and tile IFF ILBMs,
* initialized to defaults.
*/
char *BgndFilename = "DragonBgnd.pic";
char *TilesFilename = "DragonTiles.pic";
/*
* If started okay from CLI, I allocate an RDArgs for the ReadArgs()
* call to process the command line with. This must be free'd on exit.
*/
struct RDArgs *MyRDArgs = NULL;
/*
* If started okay from WB, this receives ptr to my DiskObject, to
* be released on exit. OrgCurDir receives the original current dir
* lock, which we must return to before exit.
*/
struct DiskObject *MyDiskObj = NULL;
BPTR OrgCurDir = NULL;
/*
* Make sure we get Topaz8 for all text
*/
struct TextAttr TopazAttr = {"topaz.font",8,FS_NORMAL,
FPF_ROMFONT|FPF_DESIGNED};
/*
* Screen & Window data
*/
struct ColorSpec ScrnClrs[] = {
{0 , 0, 0, 0}, {1 ,15,15,15}, {2 ,15,13, 9}, {3 ,14,11, 0},
{4 ,14,10, 0}, {5 ,12, 9, 0}, {6 , 9, 8, 5}, {7 , 7, 7, 7},
{8 ,14, 6, 0}, {9 ,12, 7, 1}, {10, 9, 0, 0}, {11, 5,12, 3},
{12, 5,10, 5}, {13, 3, 9, 8}, {14, 0, 9,15}, {15, 2, 8,12},
{16, 0, 0, 0}, {17,14, 4, 4}, {18, 0, 0, 0}, {19,14,14,12},
{20, 0, 0,15}, {21, 0, 2,13}, {22, 0, 4,11}, {23, 0, 6, 9},
{24, 0, 8, 7}, {25, 0,10, 5}, {26, 0,12, 3}, {27, 0,15, 0},
{28, 3,12, 0}, {29, 7, 8, 0}, {30,11, 4, 0}, {31,15, 0, 0},
{-1,0,0,0}
};
struct TagItem ScreenTags[] = {
SA_Left, 0,
SA_Top, 0,
SA_Width, SCRWIDTH,
SA_Height, SCRHEIGHT,
SA_Depth, SCRDEPTH,
SA_DisplayID, 0,
SA_Type, CUSTOMSCREEN,
SA_Colors, (ULONG) ScrnClrs,
SA_Title, (ULONG) "Dragon V1.1",
TAG_DONE };
struct TagItem WindowTags[] = {
WA_CustomScreen, NULL,
WA_Left, 0,
WA_Top, 0,
WA_Width, SCRWIDTH,
WA_Height, SCRHEIGHT,
WA_IDCMP, MAINIDCMP,
WA_Flags, MAINWFLGS,
TAG_DONE };
struct NewMenu MyNewMenu[] = {
NM_TITLE, "Project", 0l, 0, 0, 0l,
NM_ITEM, "New Game", "N", 0, 0, 0l,
NM_ITEM, "Restart", "R", 0, 0, 0l,
NM_ITEM, "Undo Move", "U", 0, 0, 0l,
NM_ITEM, "About...", "A", 0, 0, 0l,
NM_ITEM, "Quit", "Q", 0, 0, 0l,
NM_END, 0l, 0l, 0, 0l, 0l };
struct Screen *MyScreen = NULL;
APTR VisualInfo = NULL;
struct Menu *MainMenu = NULL;
struct Window *MainWindow = NULL;
struct RastPort *MainRPort;
struct MsgPort *MainIPort;
ULONG MainISigs;
/*
* Array that tells us what piece is where. The board is 12 tiles
* across, 6 tiles down, and 4 tiles high, but not all of those
* positions are used. Unused positions are marked as zero. The other
* numbers are ID codes for the pieces, which come as 4 instances of
* 30 types, making a total of 120 tiles. The particular arrangement
* of tiles shown here is irrelevant: it gets shuffled before use.
* Also, this array is only used to hold the starting arrangement, a
* working copy is made for playing with.
*/
BOARD StartBoard =
{
{ /* bottom level */
{ 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12},
{ 0, 0, 0,13,14,15,16,17,18, 0, 0, 0},
{ 0,19,20,21,22,23,24,25,26,27,28, 0},
{ 0,29,30, 1, 2, 3, 4, 5, 6, 7, 8, 0},
{ 0, 0, 0, 9,10,11,12,13,14, 0, 0, 0},
{15,16,17,18,19,20,21,22,23,24,25,26}
},{ /* first level */
{ 0, 0,27,28,29,30, 1, 2, 3, 4, 0, 0},
{ 0, 0, 0, 0, 5, 6, 7, 8, 0, 0, 0, 0},
{ 0, 0, 0, 9,10,11,12,13,14, 0, 0, 0},
{ 0, 0, 0,15,16,17,18,19,20, 0, 0, 0},
{ 0, 0, 0, 0,21,22,23,24, 0, 0, 0, 0},
{ 0, 0,25,26,27,28,29,30, 1, 2, 0, 0}
},{ /* second level */
{ 0, 0, 0, 0, 0, 3, 4, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 5, 6, 7, 8, 0, 0, 0, 0},
{ 0, 0, 0, 0, 9,10,11,12, 0, 0, 0, 0},
{ 0, 0, 0, 0,13,14,15,16, 0, 0, 0, 0},
{ 0, 0, 0, 0,17,18,19,20, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0,21,22, 0, 0, 0, 0, 0}
},{ /* top level */
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0,23,24,25,26, 0, 0, 0, 0},
{ 0, 0, 0, 0,27,28,29,30, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
};
/*
* This is the array used as working copy of the board.
*/
BOARD WorkBoard;
/*
* These hold the co-ordinates and type of the currently selected tile.
* Here is also the count of the number of pairs left on the board.
*/
UBYTE SelectedTile;
UWORD SelectX,SelectY,SelectZ;
UWORD PairsLeft;
/*
* For saving undo information.
*/
struct StackMove UndoStack[NUMTILES];
struct StackMove *UndoPtr;
/*
* The seed for the random number generator:
*/
ULONG RandomSeed;
/*
* Messages displayed by 'about' requester and version command.
*/
char VersionMsg[] = "\0$VER: Dragon 1.10 (8.2.94)";
char AboutMsg[] = " Dragon 1.10 (8.2.94)\n"
" by Nick Christie,\n"
" Copyright ©1995\n"
"nick.christie@oucs.ox.ac.uk,\n"
" 39 St Georges Drive,\n"
" Bransgore BH23 8EZ\n"
" Great Britain.";
/*
* The structure used for the 'about' requester.
*/
struct EasyStruct EasyAbout = {
sizeof(struct EasyStruct), NULL, "About", AboutMsg, "Okay" };
/************************************************************************
******************************* MAIN() ********************************
*************************************************************************
* Calls OpenAll() and waits for idcmp msgs. Calls CloseAll() before exit.
* NB: Custom startup supplies command line + length, not argc/argv !
* If WB, then cmdline ptr is actually WBStartupMsg ptr and len = 0.
*
*************************************************************************/
ULONG main(ULONG cmdlen,char *cmdline)
{
char *errmsg;
struct IntuiMessage *imsg;
ULONG class;
UWORD code,qual;
WORD msx,msy;
BOOL done,fromwb;
errmsg = NULL;
fromwb = (cmdlen == 0);
if (((struct Library *)SysBase)->lib_Version >= 36)
{
if (fromwb)
errmsg = ParseWBArgs((struct WBStartup *)cmdline,&BgndFilename,
&TilesFilename);
else
errmsg = ParseCLIArgs(cmdlen,cmdline,&BgndFilename,&TilesFilename);
if (!errmsg)
{
if (!(errmsg = OpenAll()))
{
NewBoard();
done = FALSE;
while (!done)
{
Wait(MainISigs);
while (imsg = (struct IntuiMessage *) GetMsg(MainIPort))
{
class = imsg->Class;
code = imsg->Code;
qual = imsg->Qualifier;
msx = imsg->MouseX;
msy = imsg->MouseY;
ReplyMsg( (struct Message *) imsg);
switch(class)
{
case IDCMP_MOUSEBUTTONS:
HandleMouse(code,qual,msx,msy);
break;
case IDCMP_MENUPICK:
done = HandleMenu(code,qual);
break;
}
}
}
}
}
}
CloseAll(errmsg,fromwb);
return(errmsg ? 20 : 0);
}
/************************************************************************
**************************** PARSEWBARGS() ****************************
*************************************************************************
* We were started from WB, so look in tooltypes for specification of
* background and tile image files:
* BGND=bgndfilename
* TILES=tilesfilename
* Put pointers to the correct strings at the locations supplied. If either
* is missing, the default is left alone. Error msg is returned, else null.
* CloseAll() is expected to release MyDiskObj and close icon library.
*
*************************************************************************/
char *ParseWBArgs(struct WBStartup *wbmsg,char **bgndptr,char **tileptr)
{
char *name,*errmsg;
if (IconBase = OpenLibrary("icon.library",37))
{
OrgCurDir = CurrentDir(wbmsg->sm_ArgList->wa_Lock);
if (MyDiskObj = GetDiskObject(wbmsg->sm_ArgList->wa_Name))
{
if (name = FindToolType(MyDiskObj->do_ToolTypes,"BGND"))
*bgndptr = name;
if (name = FindToolType(MyDiskObj->do_ToolTypes,"TILES"))
*tileptr = name;
errmsg = NULL;
}
else
errmsg = "Couldn't access WB tooltypes.";
}
else
errmsg = "No icon library V37";
return(errmsg);
}
/************************************************************************
*************************** PARSECLIARGS() ****************************
*************************************************************************
* Look for specification of background and tile image files on cmd line.
* Template is "Dragon [TILES=tilesfile] [BGND=bgndfile]".
* If found, sets pointers supplied to correct names, else leaves them
* with defaults.
*
*************************************************************************/
char *ParseCLIArgs(ULONG clen,char *cline,char **bgndptr,char **tileptr)
{
LONG args[2];
char *errmsg;
if (*cline == '?')
errmsg = USAGEMSG;
else
{
if (MyRDArgs = (struct RDArgs *)AllocDosObject(DOS_RDARGS,NULL))
{
MyRDArgs->RDA_Source.CS_Buffer = cline;
MyRDArgs->RDA_Source.CS_Length = clen;
MyRDArgs->RDA_Source.CS_CurChr = 0;
MyRDArgs->RDA_Flags |= RDAF_STDIN;
args[0] = (LONG) *tileptr;
args[1] = (LONG) *bgndptr;
if (ReadArgs("TILES/K,BGND/K",args,MyRDArgs))
{
*tileptr = (char *)args[0];
*bgndptr = (char *)args[1];
errmsg = NULL;
}
else
errmsg = "Error in command line arguments !";
}
else
errmsg = "No memory !";
}
return(errmsg);
}
/************************************************************************
**************************** HANDLEMENU() *****************************
*************************************************************************
* Respond to menupick idcmp msg. Returns BOOL indicating quit if true.
*
*************************************************************************/
BOOL HandleMenu(UWORD code,UWORD qual)
{
BOOL done = FALSE;
if ((code != MENUNULL) && (MENUNUM(code) == 0))
{
switch (ITEMNUM(code))
{
case ITEM_NEWGAME:
NewBoard();
break;
case ITEM_RESTART:
UndoAll();
break;
case ITEM_UNDOMOVE:
UndoMove(WorkBoard,MainRPort);
break;
case ITEM_ABOUT:
EasyRequest(MainWindow,&EasyAbout,NULL,NULL);
break;
case ITEM_QUIT:
done = TRUE;
break;
}
}
return(done);
}
/************************************************************************
**************************** HANDLEMOUSE() ****************************
*************************************************************************
* Respond to mousebuttons idcmp msg. See if it was LMB down on a tile,
* and react if necessary by removing/highlighting tile(s). Also looks
* for SHIFT keys: if held down, selected tile is removed momentarily and
* then put back (cheating).
*
*************************************************************************/
void HandleMouse(UWORD code,UWORD qual,WORD msx,WORD msy)
{
UWORD x,y,z;
UBYTE tile;
if (code == SELECTDOWN)
{
if (WhichTileHit(msx,msy,&x,&y,&z))
{
if (tile = WorkBoard[z][y][x])
{
if (qual & IEQ_SHIFT)
{
WorkBoard[z][y][x] = 0;
DrawBoard(WorkBoard,MainRPort);
Delay(15);
WorkBoard[z][y][x] = tile;
DrawBoard(WorkBoard,MainRPort);
}
else
{
if (CanMoveTile(WorkBoard,x,y,z))
{
if ((SelectedTile == tile) && ((SelectX != x)
|| (SelectY != y) || (SelectZ != z)))
{
RemoveTile(WorkBoard,MainRPort,x,y,z);
}
else
{
SelectedTile = tile;
SelectX = x;
SelectY = y;
SelectZ = z;
DrawOneTile(tile,MainRPort,SELECTLEFT,SELECTTOP);
SelectStats(tile,WorkBoard,MainRPort);
}
} /* endif CanMoveTile */
} /* endelse not SHIFT */
} /* endif tile != 0 */
} /* endif tile hit */
} /* endif SELECTDOWN */
}
/************************************************************************
*************************** WHICHTILEHIT() ****************************
*************************************************************************
* Determines, from mouse x/y, which tile was hit, if any, and puts the
* tile's x/y/z co-ordinates into the supplied UWORDs. Returns false if
* mouse x/y is outside board area or if no tile there. Accomodates for
* overhanging tiles.
*
*************************************************************************/
BOOL WhichTileHit(WORD msx,WORD msy,UWORD *px,UWORD *py,UWORD *pz)
{
UWORD mx,my,x,y,z;
BOOL found = FALSE;
if ((msx >= 0) && (msy >= 0))
{
mx = msx;
my = msy;
y = BOARDY;
do
{
y--;
x = BOARDX;
do
{
x--;
z = TopLevelTile(WorkBoard,x,y);
if (WorkBoard[z][y][x])
found = IsInTile(mx,my,x,y,z);
}
while((x > 0) && !found);
}
while((y > 0) && !found);
if (found)
{
*px = x; *py = y; *pz = z;
}
}
return(found);
}
/************************************************************************
***************************** ISINTILE() ******************************
*************************************************************************
* Return whether the given screen position is within the "naive"
* boundaries of the given tile, specified by x/y/z coordinates.
* Does not take account of "overhanging" tiles, but does take account of
* x/y adjustment for given z.
*
*************************************************************************/
BOOL IsInTile(UWORD scrnx,UWORD scrny,UWORD tilex,UWORD tiley,UWORD tilez)
{
UWORD sx,sy;
sx = BRDLEFTEDGE + (tilex * TILEXSPACE) - (tilez * LEVELXADJ);
sy = BRDTOPEDGE + (tiley * TILEYSPACE) - (tilez * LEVELYADJ);
if ((scrnx >= sx) && (scrnx < sx+TILEXSPACE)
&& (scrny >= sy) && (scrny < sy+TILEYSPACE)) return(TRUE);
else return(FALSE);
}
/************************************************************************
*************************** TOPLEVELTILE() ****************************
*************************************************************************
* Determines the z coordinate of the topmost tile in the given board at
* the given x,y position. Returns z=0 if no tile could be found at that
* position at all, in which case this routine shouldn't have been called !
*
*************************************************************************/
UWORD TopLevelTile(BOARD board,UWORD x,UWORD y)
{
UWORD z = BOARDZ-1;
while((z > 0) && (board[z][y][x] == 0)) --z;
return(z);
}
/************************************************************************
**************************** CANMOVETILE() ****************************
*************************************************************************
* Determines whether a tile can be moved or not. It can if it has no
* neighbours to either the left or the right. The tile is assumed to be
* the topmost, ie. caller must have already determined that it is.
*
*************************************************************************/
BOOL CanMoveTile(BOARD board,UWORD x,UWORD y,UWORD z)
{
if ((x == 0) || (x == BOARDX-1))
return((BOOL)TRUE);
else
return ((BOOL)!(board[z][y][x-1] && board[z][y][x+1]));
}
/************************************************************************
**************************** REMOVETILE() *****************************
*************************************************************************
* Remove a pair of tiles from the given board. It has already been
* determined that the tile can be moved. One tile position is supplied,
* the other is in SelectX/Y/Z. Undo information is stored & the graphics
* are updated. One day this will return a BOOL meaning that all tiles
* are gone & victory effects should be shown.
*
*************************************************************************/
void RemoveTile(BOARD board,struct RastPort *rp,UWORD x,UWORD y,UWORD z)
{
UBYTE tile;
tile = board[z][y][x];
UndoPtr->tile = tile;
UndoPtr->x1 = (UBYTE) x;
UndoPtr->y1 = (UBYTE) y;
UndoPtr->z1 = (UBYTE) z;
UndoPtr->x2 = (UBYTE) SelectX;
UndoPtr->y2 = (UBYTE) SelectY;
UndoPtr->z2 = (UBYTE) SelectZ;
UndoPtr++;
UndoPtr->tile = 0;
board[z][y][x] = 0;
board[SelectZ][SelectY][SelectX] = 0;
SelectedTile = 0;
PairsLeft--;
DrawBoard(board,rp);
}
/************************************************************************
****************************** OPENALL() ******************************
*************************************************************************
* Opens libraries, screen and window. Returns error msg if fail, else
* returns null.
*
*************************************************************************/
char *OpenAll(void)
{
if (!(IntuitionBase = (struct IntuitionBase *)
OpenLibrary("intuition.library",37)))
return("No Intuition V37 !");
if (!(GfxBase = (struct GfxBase *)
OpenLibrary("graphics.library",37)))
return("No Graphics !");
if (!(GadToolsBase = OpenLibrary("gadtools.library",37)))
return("No GadTools !");
if (!(IFFParseBase = OpenLibrary("iffparse.library",37)))
return("No IFFParse !");
if (!OpenBufRPort()) return("No memory !");
LoadBackground(BgndFilename);
if (!LoadTileImages(TilesFilename))
return("No tiles !");
if (!(MyScreen = OpenScreenTagList(NULL,ScreenTags)))
return("No screen !");
if (!(VisualInfo = GetVisualInfo(MyScreen,TAG_DONE)))
return("No memory !");
WindowTags[0].ti_Data = (ULONG) MyScreen;
if (!(MainWindow = OpenWindowTagList(NULL,WindowTags)))
return("No window !");
MainRPort = MainWindow->RPort;
MainIPort = MainWindow->UserPort;
MainISigs = 1L<<(MainIPort->mp_SigBit);
if (!(MainMenu = CreateMenus(MyNewMenu,GTMN_FrontPen,0L,TAG_DONE)))
return("No memory !");
LayoutMenus(MainMenu,VisualInfo,GTMN_TextAttr,&TopazAttr,TAG_DONE);
SetMenuStrip(MainWindow,MainMenu);
return(NULL);
}
/************************************************************************
***************************** CLOSEALL() ******************************
*************************************************************************
* Release all resources obtained by OpenAll(), if any. At some stage will
* also display supplied error msg if it's non-null.
*
*************************************************************************/
void CloseAll(char *errmsg,BOOL fromwb)
{
BPTR out;
if (MainMenu)
{
ClearMenuStrip(MainWindow);
FreeMenus(MainMenu);
}
if (MainWindow) CloseWindow(MainWindow);
if (VisualInfo) FreeVisualInfo(VisualInfo);
if (MyScreen) CloseScreen(MyScreen);
UnloadTileImages();
UnloadBackground();
CloseBufRPort();
if (IFFParseBase) CloseLibrary(IFFParseBase);
if (GadToolsBase) CloseLibrary(GadToolsBase);
if (GfxBase) CloseLibrary( (struct Library *) GfxBase);
if (IntuitionBase) CloseLibrary( (struct Library *) IntuitionBase);
if (IconBase)
{
if (MyDiskObj) FreeDiskObject(MyDiskObj);
if (OrgCurDir) CurrentDir(OrgCurDir);
CloseLibrary(IconBase);
}
if (MyRDArgs)
{
FreeArgs(MyRDArgs);
FreeDosObject(DOS_RDARGS,(APTR)MyRDArgs);
}
if (errmsg)
{
if (fromwb)
out = Open("CON:0/0/300/80/Dragon Error/CLOSE/WAIT",MODE_NEWFILE);
else
out = Output();
if (out)
{
VFPrintf(out,"%s\n",(LONG *) &errmsg);
if (fromwb)
Close(out);
}
}
}
/************************************************************************
***************************** UNDOMOVE() ******************************
*************************************************************************
* Use the undo stack to take back the last move. Board is redrawn & state
* trackers updated.
*
*************************************************************************/
void UndoMove(BOARD board,struct RastPort *rp)
{
if (PairsLeft != NUMTILES/2)
{
UndoPtr--;
board[UndoPtr->z1][UndoPtr->y1][UndoPtr->x1] = UndoPtr->tile;
board[UndoPtr->z2][UndoPtr->y2][UndoPtr->x2] = UndoPtr->tile;
SelectedTile = 0;
PairsLeft++;
DrawBoard(board,rp);
}
}
/************************************************************************
****************************** UNDOALL() ******************************
*************************************************************************
* Reset board to starting state. Doesn't actually need undo stack to do
* this, as the original board has been preserved.
*
*************************************************************************/
void UndoAll(void)
{
SelectedTile = 0;
PairsLeft = NUMTILES/2;
UndoPtr = UndoStack;
UndoPtr->tile = 0;
CopyBoard(StartBoard,WorkBoard);
DrawBoard(WorkBoard,MainRPort);
}
/************************************************************************
***************************** NEWBOARD() ******************************
*************************************************************************
* Resets for a new board. StartBoard gets shuffled to produce WorkBoard,
* which gets drawn. Counters & state trackers reset.
*
*************************************************************************/
void NewBoard(void)
{
SelectedTile = 0;
PairsLeft = NUMTILES/2;
UndoPtr = UndoStack;
UndoPtr->tile = 0;
ShuffleBoard(StartBoard);
CopyBoard(StartBoard,WorkBoard);
DrawBoard(WorkBoard,MainRPort);
}
/************************************************************************
*************************** SHUFFLEBOARD() ****************************
*************************************************************************
* Shuffle the pieces in the supplied BOARD array into a random order.
* Normally, all 120 pieces are present in the array when the shuffle is
* performed, as this routine spends its time swapping tiles randomly.
* No tile is swapped with an array element of zero (where no tile is
* present). The tile array is handled as a flat array of bytes, as we
* are not concerned about the particular arrangement.
*
*************************************************************************/
void ShuffleBoard(BOARD board)
{
ULONG r1;
ULONG r2;
UWORD i,x,y;
UBYTE t1,t2,t3,t4,*p;
BOOL reshuffle = TRUE;
while (reshuffle)
{
Randomize();
p = (UBYTE *) board;
for(i=0;i<8192;i++)
{
r1 = Random(BOARDX*BOARDY*BOARDZ-1);
r2 = Random(BOARDX*BOARDY*BOARDZ-1);
t1 = p[r1]; t2 = p[r2];
if (t1 && t2)
{
p[r1] = t2; p[r2] = t1;
}
}
reshuffle = FALSE;
y = 0;
while((y < BOARDY) && !reshuffle)
{
x = 0;
while((x < BOARDX) && !reshuffle)
{
t1 = board[0][y][x];
t2 = board[1][y][x];
t3 = board[2][y][x];
t4 = board[3][y][x];
if (t4)
{
if (t1 == t2)
{
reshuffle = ((t2 == t3) || (t2 == t4));
}
else if (t3 == t4)
{
reshuffle = ((t1 == t3) || (t2 == t3));
}
}
else if (t3)
{
reshuffle = ((t1 == t2) && (t2 == t3));
}
x++;
} /* endwhile x loop */
y++;
} /* endwhile y loop */
} /* endwhile reshuffle */
}
/************************************************************************
****************************** RANDOM() *******************************
*************************************************************************
* Utility for ShuffleBoard(), returns a pseudo-random number between 0
* and max. Uses RandomSeed, which should be initialized before use by
* calling Randomize().
*
*************************************************************************/
ULONG Random(UWORD max)
{
RandomSeed = ((UWORD)(RandomSeed & 0xffff) * (UWORD) 25173) + 13849L;
return((ULONG) ((RandomSeed & 0xffff) % (UWORD)(max)));
}
/************************************************************************
***************************** RANDOMIZE() *****************************
*************************************************************************
* Initializes RandomSeed to random number from system clock.
*
*************************************************************************/
void Randomize(void)
{
struct DateStamp ds;
DateStamp(&ds);
RandomSeed = ds.ds_Minute+ds.ds_Tick;
}