String cleanup.
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207
magic/src/puzzle.c
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207
magic/src/puzzle.c
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/*
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puzzle.c v. 1.2
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puzzle, Puzzle tool
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Tux Paint - A simple drawing program for children.
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Author: Adam 'foo-script' Rakowski ; foo-script@o2.pl
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Copyright (c) 2002-2008 by Bill Kendrick and others; see AUTHORS.txt
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bill@newbreedsoftware.com
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http://www.tuxpaint.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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(See COPYING.txt)
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*/
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#include <time.h> //for time()
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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#define RATIO 5 //change this value to get bigger puzzle
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//TODO: Fullscreen mode
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//In fullscreen mode RATIO _should_ be 1
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//<=> puzzle_gcd=gcd(canvas->h, canvas->w);
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//else not whole the screen will be affected
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static Mix_Chunk * puzzle_snd;
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static int puzzle_gcd=0; //length of side of each rectangle; 0 is temporary value.
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static int puzzle_rect_q=4; //quantity of rectangles when using paint mode. Must be an odd value
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static int rects_w, rects_h;
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Uint32 puzzle_api_version(void) { return(TP_MAGIC_API_VERSION); }
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int puzzle_init(magic_api * api)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/sounds/magic/puzzle.wav",
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api->data_directory);
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puzzle_snd = Mix_LoadWAV(fname);
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return 1 ;
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}
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int puzzle_get_tool_count(magic_api * api)
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{
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return 1;
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}
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SDL_Surface * puzzle_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/images/magic/puzzle.png",
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api->data_directory);
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return(IMG_Load(fname));
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}
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char * puzzle_get_name(magic_api * api, int which)
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{
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return(strdup(gettext_noop("Puzzle")));
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}
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char * puzzle_get_description(magic_api * api, int which, int mode)
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{
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if (mode==MODE_PAINT)
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return strdup(gettext_noop("Select the area of image where would you like to make a mosaic"));
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return strdup(gettext_noop("Click to make mosaic in fullscreen mode"));
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}
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void puzzle_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect)
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{
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api->playsound(puzzle_snd, 128, 255);
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}
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void puzzle_shutdown(magic_api * api)
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{
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if (puzzle_snd != NULL)
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Mix_FreeChunk(puzzle_snd);
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}
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void puzzle_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
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{
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}
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int puzzle_requires_colors(magic_api * api, int which)
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{
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return 0;
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}
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int gcd(int a, int b) //greatest common divisor
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{
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if (b==0) return a;
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return gcd(b, a%b);
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}
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void puzzle_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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puzzle_gcd=RATIO*gcd(canvas->w, canvas->h);
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rects_w=(unsigned int)canvas->w/puzzle_gcd;
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rects_h=(unsigned int)canvas->h/puzzle_gcd;
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}
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void puzzle_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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}
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int puzzle_modes(magic_api * api, int which)
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{
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return(MODE_PAINT);
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}
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static void puzzle_draw(void * ptr, int which_tool,
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SDL_Surface * canvas, SDL_Surface * snapshot, int x, int y)
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{
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magic_api * api = (magic_api *) ptr;
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Uint8 i, j, r; //r - random value
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SDL_Rect rect_this, rect_that;
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SDL_BlitSurface(canvas, NULL, snapshot, NULL);
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if (!api->touched(x,y))
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{
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srand(rand());
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r=rand()%4;
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rect_that.x=x;
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rect_that.y=y;
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switch(r)
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{
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case 0: //upper
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if (y>puzzle_gcd)
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rect_that.y=y-puzzle_gcd;
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break;
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case 1: //right
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if (x<canvas->w-puzzle_gcd)
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rect_that.x=x-puzzle_gcd;
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break;
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case 2: //lower
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if (y<canvas->h-puzzle_gcd)
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rect_that.y=y-puzzle_gcd;
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break;
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case 3: //left
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if (x>puzzle_gcd)
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rect_that.x=x-puzzle_gcd;
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break;
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}
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rect_this.x=x;
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rect_this.y=y;
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rect_this.h=rect_this.w=puzzle_gcd;
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rect_that.h=rect_that.w=puzzle_gcd;
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}
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SDL_BlitSurface(canvas, &rect_this, canvas, &rect_that);
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SDL_BlitSurface(snapshot, &rect_that, canvas, &rect_this);
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}
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void puzzle_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y,
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SDL_Rect * update_rect)
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{
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puzzle_draw(api, which, canvas, last, x-puzzle_gcd/2, y-puzzle_gcd/2);
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puzzle_draw(api, which, canvas, last, x-1.5*puzzle_gcd/2, y-puzzle_gcd/2);
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puzzle_draw(api, which, canvas, last, x+0.5*puzzle_gcd, y-puzzle_gcd/2);
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puzzle_draw(api, which, canvas, last, x-puzzle_gcd/2, y-1.5*puzzle_gcd);
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puzzle_draw(api, which, canvas, last, x-puzzle_gcd/2, y+0.5*puzzle_gcd);
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update_rect->x=0;
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update_rect->y=0;
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update_rect->h=canvas->h;
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update_rect->w=canvas->w;
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}
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void puzzle_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect)
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{
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puzzle_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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