9038fd11 |
1 | /* |
2 | * twiddle.c: Puzzle involving rearranging a grid of squares by |
3 | * rotating subsquares. Adapted and generalised from a |
4 | * door-unlocking puzzle in Metroid Prime 2 (the one in the Main |
5 | * Gyro Chamber). |
6 | */ |
7 | |
9038fd11 |
8 | #include <stdio.h> |
9 | #include <stdlib.h> |
10 | #include <string.h> |
11 | #include <assert.h> |
12 | #include <ctype.h> |
13 | #include <math.h> |
14 | |
15 | #include "puzzles.h" |
16 | |
17 | #define TILE_SIZE 48 |
18 | #define BORDER (TILE_SIZE / 2) |
19 | #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) |
20 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
21 | #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) |
22 | |
9038fd11 |
23 | #define ANIM_PER_RADIUS_UNIT 0.13F |
24 | #define FLASH_FRAME 0.13F |
25 | |
26 | enum { |
27 | COL_BACKGROUND, |
28 | COL_TEXT, |
29 | COL_HIGHLIGHT, |
30 | COL_HIGHLIGHT_GENTLE, |
31 | COL_LOWLIGHT, |
32 | COL_LOWLIGHT_GENTLE, |
33 | NCOLOURS |
34 | }; |
35 | |
36 | struct game_params { |
37 | int w, h, n; |
38 | int rowsonly; |
a3631c72 |
39 | int orientable; |
81875211 |
40 | int movetarget; |
9038fd11 |
41 | }; |
42 | |
43 | struct game_state { |
44 | int w, h, n; |
a3631c72 |
45 | int orientable; |
9038fd11 |
46 | int *grid; |
47 | int completed; |
2ac6d24e |
48 | int just_used_solve; /* used to suppress undo animation */ |
49 | int used_solve; /* used to suppress completion flash */ |
81875211 |
50 | int movecount, movetarget; |
9038fd11 |
51 | int lastx, lasty, lastr; /* coordinates of last rotation */ |
52 | }; |
53 | |
54 | static game_params *default_params(void) |
55 | { |
56 | game_params *ret = snew(game_params); |
57 | |
58 | ret->w = ret->h = 3; |
59 | ret->n = 2; |
a3631c72 |
60 | ret->rowsonly = ret->orientable = FALSE; |
81875211 |
61 | ret->movetarget = 0; |
9038fd11 |
62 | |
63 | return ret; |
64 | } |
65 | |
66 | |
67 | static void free_params(game_params *params) |
68 | { |
69 | sfree(params); |
70 | } |
71 | |
72 | static game_params *dup_params(game_params *params) |
73 | { |
74 | game_params *ret = snew(game_params); |
75 | *ret = *params; /* structure copy */ |
76 | return ret; |
77 | } |
78 | |
79 | static int game_fetch_preset(int i, char **name, game_params **params) |
80 | { |
81 | static struct { |
82 | char *title; |
83 | game_params params; |
84 | } presets[] = { |
a3631c72 |
85 | { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } }, |
86 | { "3x3 normal", { 3, 3, 2, FALSE, FALSE } }, |
87 | { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, |
9038fd11 |
88 | { "4x4 normal", { 4, 4, 2, FALSE } }, |
a3631c72 |
89 | { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, |
9038fd11 |
90 | { "4x4 radius 3", { 4, 4, 3, FALSE } }, |
91 | { "5x5 radius 3", { 5, 5, 3, FALSE } }, |
92 | { "6x6 radius 4", { 6, 6, 4, FALSE } }, |
93 | }; |
94 | |
95 | if (i < 0 || i >= lenof(presets)) |
96 | return FALSE; |
97 | |
98 | *name = dupstr(presets[i].title); |
99 | *params = dup_params(&presets[i].params); |
100 | |
101 | return TRUE; |
102 | } |
103 | |
1185e3c5 |
104 | static void decode_params(game_params *ret, char const *string) |
9038fd11 |
105 | { |
9038fd11 |
106 | ret->w = ret->h = atoi(string); |
107 | ret->n = 2; |
a3631c72 |
108 | ret->rowsonly = ret->orientable = FALSE; |
81875211 |
109 | ret->movetarget = 0; |
9038fd11 |
110 | while (*string && isdigit(*string)) string++; |
111 | if (*string == 'x') { |
112 | string++; |
113 | ret->h = atoi(string); |
114 | while (*string && isdigit(*string)) string++; |
115 | } |
116 | if (*string == 'n') { |
117 | string++; |
118 | ret->n = atoi(string); |
119 | while (*string && isdigit(*string)) string++; |
120 | } |
a3631c72 |
121 | while (*string) { |
122 | if (*string == 'r') { |
123 | ret->rowsonly = TRUE; |
124 | } else if (*string == 'o') { |
125 | ret->orientable = TRUE; |
81875211 |
126 | } else if (*string == 'm') { |
127 | string++; |
128 | ret->movetarget = atoi(string); |
129 | while (string[1] && isdigit(string[1])) string++; |
a3631c72 |
130 | } |
9038fd11 |
131 | string++; |
9038fd11 |
132 | } |
9038fd11 |
133 | } |
134 | |
1185e3c5 |
135 | static char *encode_params(game_params *params, int full) |
9038fd11 |
136 | { |
137 | char buf[256]; |
a3631c72 |
138 | sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, |
139 | params->rowsonly ? "r" : "", |
140 | params->orientable ? "o" : ""); |
1185e3c5 |
141 | /* Shuffle limit is part of the limited parameters, because we have to |
142 | * supply the target move count. */ |
143 | if (params->movetarget) |
144 | sprintf(buf + strlen(buf), "m%d", params->movetarget); |
9038fd11 |
145 | return dupstr(buf); |
146 | } |
147 | |
148 | static config_item *game_configure(game_params *params) |
149 | { |
150 | config_item *ret; |
151 | char buf[80]; |
152 | |
81875211 |
153 | ret = snewn(7, config_item); |
9038fd11 |
154 | |
155 | ret[0].name = "Width"; |
156 | ret[0].type = C_STRING; |
157 | sprintf(buf, "%d", params->w); |
158 | ret[0].sval = dupstr(buf); |
159 | ret[0].ival = 0; |
160 | |
161 | ret[1].name = "Height"; |
162 | ret[1].type = C_STRING; |
163 | sprintf(buf, "%d", params->h); |
164 | ret[1].sval = dupstr(buf); |
165 | ret[1].ival = 0; |
166 | |
167 | ret[2].name = "Rotation radius"; |
168 | ret[2].type = C_STRING; |
169 | sprintf(buf, "%d", params->n); |
170 | ret[2].sval = dupstr(buf); |
171 | ret[2].ival = 0; |
172 | |
173 | ret[3].name = "One number per row"; |
174 | ret[3].type = C_BOOLEAN; |
175 | ret[3].sval = NULL; |
176 | ret[3].ival = params->rowsonly; |
177 | |
a3631c72 |
178 | ret[4].name = "Orientation matters"; |
179 | ret[4].type = C_BOOLEAN; |
9038fd11 |
180 | ret[4].sval = NULL; |
a3631c72 |
181 | ret[4].ival = params->orientable; |
182 | |
81875211 |
183 | ret[5].name = "Number of shuffling moves"; |
184 | ret[5].type = C_STRING; |
185 | sprintf(buf, "%d", params->movetarget); |
186 | ret[5].sval = dupstr(buf); |
a3631c72 |
187 | ret[5].ival = 0; |
9038fd11 |
188 | |
81875211 |
189 | ret[6].name = NULL; |
190 | ret[6].type = C_END; |
191 | ret[6].sval = NULL; |
192 | ret[6].ival = 0; |
193 | |
9038fd11 |
194 | return ret; |
195 | } |
196 | |
197 | static game_params *custom_params(config_item *cfg) |
198 | { |
199 | game_params *ret = snew(game_params); |
200 | |
201 | ret->w = atoi(cfg[0].sval); |
202 | ret->h = atoi(cfg[1].sval); |
203 | ret->n = atoi(cfg[2].sval); |
204 | ret->rowsonly = cfg[3].ival; |
a3631c72 |
205 | ret->orientable = cfg[4].ival; |
81875211 |
206 | ret->movetarget = atoi(cfg[5].sval); |
9038fd11 |
207 | |
208 | return ret; |
209 | } |
210 | |
211 | static char *validate_params(game_params *params) |
212 | { |
213 | if (params->n < 2) |
214 | return "Rotation radius must be at least two"; |
215 | if (params->w < params->n) |
216 | return "Width must be at least the rotation radius"; |
217 | if (params->h < params->n) |
218 | return "Height must be at least the rotation radius"; |
219 | return NULL; |
220 | } |
221 | |
222 | /* |
223 | * This function actually performs a rotation on a grid. The `x' |
224 | * and `y' coordinates passed in are the coordinates of the _top |
225 | * left corner_ of the rotated region. (Using the centre would have |
226 | * involved half-integers and been annoyingly fiddly. Clicking in |
227 | * the centre is good for a user interface, but too inconvenient to |
228 | * use internally.) |
229 | */ |
a3631c72 |
230 | static void do_rotate(int *grid, int w, int h, int n, int orientable, |
231 | int x, int y, int dir) |
9038fd11 |
232 | { |
233 | int i, j; |
234 | |
235 | assert(x >= 0 && x+n <= w); |
236 | assert(y >= 0 && y+n <= h); |
237 | dir &= 3; |
238 | if (dir == 0) |
239 | return; /* nothing to do */ |
240 | |
241 | grid += y*w+x; /* translate region to top corner */ |
242 | |
243 | /* |
244 | * If we were leaving the result of the rotation in a separate |
245 | * grid, the simple thing to do would be to loop over each |
246 | * square within the rotated region and assign it from its |
247 | * source square. However, to do it in place without taking |
248 | * O(n^2) memory, we need to be marginally more clever. What |
249 | * I'm going to do is loop over about one _quarter_ of the |
250 | * rotated region and permute each element within that quarter |
251 | * with its rotational coset. |
252 | * |
253 | * The size of the region I need to loop over is (n+1)/2 by |
254 | * n/2, which is an obvious exact quarter for even n and is a |
255 | * rectangle for odd n. (For odd n, this technique leaves out |
256 | * one element of the square, which is of course the central |
257 | * one that never moves anyway.) |
258 | */ |
259 | for (i = 0; i < (n+1)/2; i++) { |
260 | for (j = 0; j < n/2; j++) { |
261 | int k; |
262 | int g[4]; |
263 | int p[4] = { |
264 | j*w+i, |
265 | i*w+(n-j-1), |
266 | (n-j-1)*w+(n-i-1), |
267 | (n-i-1)*w+j |
268 | }; |
269 | |
270 | for (k = 0; k < 4; k++) |
271 | g[k] = grid[p[k]]; |
272 | |
a3631c72 |
273 | for (k = 0; k < 4; k++) { |
274 | int v = g[(k+dir) & 3]; |
275 | if (orientable) |
276 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
277 | grid[p[k]] = v; |
278 | } |
9038fd11 |
279 | } |
280 | } |
a3631c72 |
281 | |
282 | /* |
283 | * Don't forget the orientation on the centre square, if n is |
284 | * odd. |
285 | */ |
286 | if (orientable && (n & 1)) { |
287 | int v = grid[n/2*(w+1)]; |
288 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
289 | grid[n/2*(w+1)] = v; |
290 | } |
9038fd11 |
291 | } |
292 | |
a3631c72 |
293 | static int grid_complete(int *grid, int wh, int orientable) |
9038fd11 |
294 | { |
295 | int ok = TRUE; |
296 | int i; |
297 | for (i = 1; i < wh; i++) |
298 | if (grid[i] < grid[i-1]) |
299 | ok = FALSE; |
a3631c72 |
300 | if (orientable) { |
301 | for (i = 0; i < wh; i++) |
302 | if (grid[i] & 3) |
303 | ok = FALSE; |
304 | } |
9038fd11 |
305 | return ok; |
306 | } |
307 | |
1185e3c5 |
308 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
309 | game_aux_info **aux, int interactive) |
9038fd11 |
310 | { |
311 | int *grid; |
312 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
313 | int i; |
314 | char *ret; |
315 | int retlen; |
316 | int total_moves; |
317 | |
318 | /* |
319 | * Set up a solved grid. |
320 | */ |
321 | grid = snewn(wh, int); |
322 | for (i = 0; i < wh; i++) |
a3631c72 |
323 | grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; |
9038fd11 |
324 | |
325 | /* |
326 | * Shuffle it. This game is complex enough that I don't feel up |
327 | * to analysing its full symmetry properties (particularly at |
328 | * n=4 and above!), so I'm going to do it the pedestrian way |
329 | * and simply shuffle the grid by making a long sequence of |
330 | * randomly chosen moves. |
331 | */ |
81875211 |
332 | total_moves = params->movetarget; |
333 | if (!total_moves) |
060ba134 |
334 | /* Add a random move to avoid parity issues. */ |
81875211 |
335 | total_moves = w*h*n*n*2 + random_upto(rs, 2); |
336 | |
337 | do { |
060ba134 |
338 | int *prevmoves; |
339 | int rw, rh; /* w/h of rotation centre space */ |
340 | |
341 | rw = w - n + 1; |
342 | rh = h - n + 1; |
343 | prevmoves = snewn(rw * rh, int); |
344 | for (i = 0; i < rw * rh; i++) |
345 | prevmoves[i] = 0; |
81875211 |
346 | |
347 | for (i = 0; i < total_moves; i++) { |
060ba134 |
348 | int x, y, r, oldtotal, newtotal, dx, dy; |
81875211 |
349 | |
350 | do { |
351 | x = random_upto(rs, w - n + 1); |
352 | y = random_upto(rs, h - n + 1); |
060ba134 |
353 | r = 2 * random_upto(rs, 2) - 1; |
354 | |
355 | /* |
356 | * See if any previous rotations has happened at |
357 | * this point which nothing has overlapped since. |
358 | * If so, ensure we haven't either undone a |
359 | * previous move or repeated one so many times that |
360 | * it turns into fewer moves in the inverse |
361 | * direction (i.e. three identical rotations). |
362 | */ |
363 | oldtotal = prevmoves[y*rw+x]; |
364 | newtotal = oldtotal + r; |
365 | } while (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2); |
366 | |
367 | do_rotate(grid, w, h, n, params->orientable, x, y, r); |
81875211 |
368 | |
369 | /* |
060ba134 |
370 | * Log the rotation we've just performed at this point, |
371 | * for inversion detection in the next move. |
372 | * |
373 | * Also zero a section of the prevmoves array, because |
374 | * any rotation area which _overlaps_ this one is now |
375 | * entirely safe to perform further moves in. |
376 | * |
377 | * Two rotation areas overlap if their top left |
378 | * coordinates differ by strictly less than n in both |
379 | * directions |
81875211 |
380 | */ |
060ba134 |
381 | prevmoves[y*rw+x] += r; |
382 | for (dy = -n+1; dy <= n-1; dy++) { |
383 | if (y + dy < 0 || y + dy >= rh) |
384 | continue; |
385 | for (dx = -n+1; dx <= n-1; dx++) { |
386 | if (x + dx < 0 || x + dx >= rw) |
387 | continue; |
388 | if (dx == 0 && dy == 0) |
389 | continue; |
390 | prevmoves[(y+dy)*rw+(x+dx)] = 0; |
391 | } |
81875211 |
392 | } |
393 | } |
060ba134 |
394 | |
395 | sfree(prevmoves); |
396 | |
81875211 |
397 | } while (grid_complete(grid, wh, params->orientable)); |
9038fd11 |
398 | |
399 | /* |
1185e3c5 |
400 | * Now construct the game description, by describing the grid |
401 | * as a simple sequence of integers. They're comma-separated, |
402 | * unless the puzzle is orientable in which case they're |
403 | * separated by orientation letters `u', `d', `l' and `r'. |
9038fd11 |
404 | */ |
405 | ret = NULL; |
406 | retlen = 0; |
407 | for (i = 0; i < wh; i++) { |
408 | char buf[80]; |
409 | int k; |
410 | |
30861651 |
411 | k = sprintf(buf, "%d%c", grid[i] / 4, |
412 | params->orientable ? "uldr"[grid[i] & 3] : ','); |
9038fd11 |
413 | |
414 | ret = sresize(ret, retlen + k + 1, char); |
415 | strcpy(ret + retlen, buf); |
416 | retlen += k; |
417 | } |
30861651 |
418 | if (!params->orientable) |
419 | ret[retlen-1] = '\0'; /* delete last comma */ |
9038fd11 |
420 | |
421 | sfree(grid); |
422 | return ret; |
423 | } |
424 | |
2ac6d24e |
425 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
426 | { |
427 | assert(!"Shouldn't happen"); |
428 | } |
429 | |
1185e3c5 |
430 | static char *validate_desc(game_params *params, char *desc) |
9038fd11 |
431 | { |
432 | char *p, *err; |
433 | int w = params->w, h = params->h, wh = w*h; |
434 | int i; |
435 | |
1185e3c5 |
436 | p = desc; |
9038fd11 |
437 | err = NULL; |
438 | |
439 | for (i = 0; i < wh; i++) { |
30861651 |
440 | if (*p < '0' || *p > '9') |
9038fd11 |
441 | return "Not enough numbers in string"; |
9038fd11 |
442 | while (*p >= '0' && *p <= '9') |
443 | p++; |
30861651 |
444 | if (!params->orientable && i < wh-1) { |
445 | if (*p != ',') |
446 | return "Expected comma after number"; |
447 | } else if (params->orientable && i < wh) { |
448 | if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd') |
449 | return "Expected orientation letter after number"; |
450 | } else if (i == wh-1 && *p) { |
9038fd11 |
451 | return "Excess junk at end of string"; |
452 | } |
453 | |
454 | if (*p) p++; /* eat comma */ |
455 | } |
456 | |
457 | return NULL; |
458 | } |
459 | |
c380832d |
460 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
9038fd11 |
461 | { |
462 | game_state *state = snew(game_state); |
463 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
464 | int i; |
465 | char *p; |
466 | |
467 | state->w = w; |
468 | state->h = h; |
469 | state->n = n; |
a3631c72 |
470 | state->orientable = params->orientable; |
9038fd11 |
471 | state->completed = 0; |
2ac6d24e |
472 | state->used_solve = state->just_used_solve = FALSE; |
9038fd11 |
473 | state->movecount = 0; |
81875211 |
474 | state->movetarget = params->movetarget; |
9038fd11 |
475 | state->lastx = state->lasty = state->lastr = -1; |
476 | |
477 | state->grid = snewn(wh, int); |
478 | |
1185e3c5 |
479 | p = desc; |
9038fd11 |
480 | |
481 | for (i = 0; i < wh; i++) { |
30861651 |
482 | state->grid[i] = 4 * atoi(p); |
9038fd11 |
483 | while (*p >= '0' && *p <= '9') |
484 | p++; |
30861651 |
485 | if (*p) { |
486 | if (params->orientable) { |
487 | switch (*p) { |
488 | case 'l': state->grid[i] |= 1; break; |
489 | case 'd': state->grid[i] |= 2; break; |
490 | case 'r': state->grid[i] |= 3; break; |
491 | } |
492 | } |
493 | p++; |
494 | } |
9038fd11 |
495 | } |
496 | |
497 | return state; |
498 | } |
499 | |
500 | static game_state *dup_game(game_state *state) |
501 | { |
502 | game_state *ret = snew(game_state); |
503 | |
504 | ret->w = state->w; |
505 | ret->h = state->h; |
506 | ret->n = state->n; |
a3631c72 |
507 | ret->orientable = state->orientable; |
9038fd11 |
508 | ret->completed = state->completed; |
509 | ret->movecount = state->movecount; |
81875211 |
510 | ret->movetarget = state->movetarget; |
9038fd11 |
511 | ret->lastx = state->lastx; |
512 | ret->lasty = state->lasty; |
513 | ret->lastr = state->lastr; |
2ac6d24e |
514 | ret->used_solve = state->used_solve; |
515 | ret->just_used_solve = state->just_used_solve; |
9038fd11 |
516 | |
517 | ret->grid = snewn(ret->w * ret->h, int); |
518 | memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); |
519 | |
520 | return ret; |
521 | } |
522 | |
523 | static void free_game(game_state *state) |
524 | { |
525 | sfree(state->grid); |
526 | sfree(state); |
527 | } |
528 | |
2ac6d24e |
529 | static int compare_int(const void *av, const void *bv) |
530 | { |
531 | const int *a = (const int *)av; |
532 | const int *b = (const int *)bv; |
533 | if (*a < *b) |
534 | return -1; |
535 | else if (*a > *b) |
536 | return +1; |
537 | else |
538 | return 0; |
539 | } |
540 | |
541 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
542 | char **error) |
543 | { |
544 | game_state *ret = dup_game(state); |
ef059e59 |
545 | int i; |
2ac6d24e |
546 | |
547 | /* |
548 | * Simply replace the grid with a solved one. For this game, |
549 | * this isn't a useful operation for actually telling the user |
550 | * what they should have done, but it is useful for |
551 | * conveniently being able to get hold of a clean state from |
552 | * which to practise manoeuvres. |
553 | */ |
554 | qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); |
ef059e59 |
555 | for (i = 0; i < ret->w*ret->h; i++) |
556 | ret->grid[i] &= ~3; |
2ac6d24e |
557 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
558 | ret->completed = ret->movecount = 1; |
2ac6d24e |
559 | |
560 | return ret; |
561 | } |
562 | |
9b4b03d3 |
563 | static char *game_text_format(game_state *state) |
564 | { |
af52394e |
565 | char *ret, *p, buf[80]; |
566 | int i, x, y, col, o, maxlen; |
567 | |
568 | /* |
569 | * First work out how many characters we need to display each |
570 | * number. We're pretty flexible on grid contents here, so we |
571 | * have to scan the entire grid. |
572 | */ |
573 | col = 0; |
574 | for (i = 0; i < state->w * state->h; i++) { |
575 | x = sprintf(buf, "%d", state->grid[i] / 4); |
576 | if (col < x) col = x; |
577 | } |
578 | o = (state->orientable ? 1 : 0); |
579 | |
580 | /* |
581 | * Now we know the exact total size of the grid we're going to |
582 | * produce: it's got h rows, each containing w lots of col+o, |
583 | * w-1 spaces and a trailing newline. |
584 | */ |
585 | maxlen = state->h * state->w * (col+o+1); |
586 | |
48a10826 |
587 | ret = snewn(maxlen+1, char); |
af52394e |
588 | p = ret; |
589 | |
590 | for (y = 0; y < state->h; y++) { |
591 | for (x = 0; x < state->w; x++) { |
592 | int v = state->grid[state->w*y+x]; |
593 | sprintf(buf, "%*d", col, v/4); |
594 | memcpy(p, buf, col); |
595 | p += col; |
596 | if (o) |
597 | *p++ = "^<v>"[v & 3]; |
598 | if (x+1 == state->w) |
599 | *p++ = '\n'; |
600 | else |
601 | *p++ = ' '; |
602 | } |
603 | } |
604 | |
605 | assert(p - ret == maxlen); |
606 | *p = '\0'; |
607 | return ret; |
9b4b03d3 |
608 | } |
609 | |
9038fd11 |
610 | static game_ui *new_ui(game_state *state) |
611 | { |
612 | return NULL; |
613 | } |
614 | |
615 | static void free_ui(game_ui *ui) |
616 | { |
617 | } |
618 | |
c0361acd |
619 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
620 | int x, int y, int button) |
9038fd11 |
621 | { |
622 | int w = from->w, h = from->h, n = from->n, wh = w*h; |
623 | game_state *ret; |
624 | int dir; |
625 | |
f0ee053c |
626 | button = button & (~MOD_MASK | MOD_NUM_KEYPAD); |
627 | |
9038fd11 |
628 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
629 | /* |
630 | * Determine the coordinates of the click. We offset by n-1 |
631 | * half-blocks so that the user must click at the centre of |
632 | * a rotation region rather than at the corner. |
633 | */ |
634 | x -= (n-1) * TILE_SIZE / 2; |
635 | y -= (n-1) * TILE_SIZE / 2; |
636 | x = FROMCOORD(x); |
637 | y = FROMCOORD(y); |
a96666e4 |
638 | dir = (button == LEFT_BUTTON ? 1 : -1); |
639 | if (x < 0 || x > w-n || y < 0 || y > h-n) |
9038fd11 |
640 | return NULL; |
a96666e4 |
641 | } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') { |
642 | x = y = 0; |
643 | dir = (button == 'A' ? -1 : +1); |
644 | } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') { |
645 | x = w-n; |
646 | y = 0; |
647 | dir = (button == 'B' ? -1 : +1); |
648 | } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') { |
649 | x = 0; |
650 | y = h-n; |
651 | dir = (button == 'C' ? -1 : +1); |
652 | } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') { |
653 | x = w-n; |
654 | y = h-n; |
655 | dir = (button == 'D' ? -1 : +1); |
656 | } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) { |
657 | x = (w-n) / 2; |
658 | y = 0; |
659 | dir = +1; |
660 | } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) { |
661 | x = (w-n) / 2; |
662 | y = h-n; |
663 | dir = +1; |
664 | } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) { |
665 | x = 0; |
666 | y = (h-n) / 2; |
667 | dir = +1; |
668 | } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) { |
669 | x = w-n; |
670 | y = (h-n) / 2; |
671 | dir = +1; |
672 | } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){ |
673 | x = (w-n) / 2; |
674 | y = (h-n) / 2; |
675 | dir = +1; |
676 | } else { |
677 | return NULL; /* no move to be made */ |
678 | } |
9038fd11 |
679 | |
a96666e4 |
680 | /* |
681 | * This is a valid move. Make it. |
682 | */ |
683 | ret = dup_game(from); |
684 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
685 | ret->movecount++; |
686 | do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); |
687 | ret->lastx = x; |
688 | ret->lasty = y; |
689 | ret->lastr = dir; |
9038fd11 |
690 | |
a96666e4 |
691 | /* |
692 | * See if the game has been completed. To do this we simply |
693 | * test that the grid contents are in increasing order. |
694 | */ |
695 | if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) |
696 | ret->completed = ret->movecount; |
697 | return ret; |
9038fd11 |
698 | } |
699 | |
700 | /* ---------------------------------------------------------------------- |
701 | * Drawing routines. |
702 | */ |
703 | |
704 | struct game_drawstate { |
705 | int started; |
706 | int w, h, bgcolour; |
707 | int *grid; |
708 | }; |
709 | |
710 | static void game_size(game_params *params, int *x, int *y) |
711 | { |
712 | *x = TILE_SIZE * params->w + 2 * BORDER; |
713 | *y = TILE_SIZE * params->h + 2 * BORDER; |
714 | } |
715 | |
716 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
717 | { |
718 | float *ret = snewn(3 * NCOLOURS, float); |
719 | int i; |
720 | float max; |
721 | |
722 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
723 | |
724 | /* |
725 | * Drop the background colour so that the highlight is |
726 | * noticeably brighter than it while still being under 1. |
727 | */ |
728 | max = ret[COL_BACKGROUND*3]; |
729 | for (i = 1; i < 3; i++) |
730 | if (ret[COL_BACKGROUND*3+i] > max) |
731 | max = ret[COL_BACKGROUND*3+i]; |
732 | if (max * 1.2F > 1.0F) { |
733 | for (i = 0; i < 3; i++) |
734 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
735 | } |
736 | |
737 | for (i = 0; i < 3; i++) { |
738 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
739 | ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; |
740 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
741 | ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
742 | ret[COL_TEXT * 3 + i] = 0.0; |
743 | } |
744 | |
745 | *ncolours = NCOLOURS; |
746 | return ret; |
747 | } |
748 | |
749 | static game_drawstate *game_new_drawstate(game_state *state) |
750 | { |
751 | struct game_drawstate *ds = snew(struct game_drawstate); |
752 | int i; |
753 | |
754 | ds->started = FALSE; |
755 | ds->w = state->w; |
756 | ds->h = state->h; |
757 | ds->bgcolour = COL_BACKGROUND; |
758 | ds->grid = snewn(ds->w*ds->h, int); |
759 | for (i = 0; i < ds->w*ds->h; i++) |
760 | ds->grid[i] = -1; |
761 | |
762 | return ds; |
763 | } |
764 | |
765 | static void game_free_drawstate(game_drawstate *ds) |
766 | { |
767 | sfree(ds); |
768 | } |
769 | |
770 | struct rotation { |
771 | int cx, cy, cw, ch; /* clip region */ |
772 | int ox, oy; /* rotation origin */ |
773 | float c, s; /* cos and sin of rotation angle */ |
774 | int lc, rc, tc, bc; /* colours of tile edges */ |
775 | }; |
776 | |
777 | static void rotate(int *xy, struct rotation *rot) |
778 | { |
779 | if (rot) { |
780 | float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; |
781 | float xf2, yf2; |
782 | |
783 | xf2 = rot->c * xf + rot->s * yf; |
784 | yf2 = - rot->s * xf + rot->c * yf; |
785 | |
786 | xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ |
787 | xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ |
788 | } |
789 | } |
790 | |
791 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
792 | int tile, int flash_colour, struct rotation *rot) |
793 | { |
794 | int coords[8]; |
795 | char str[40]; |
796 | |
0551ee6b |
797 | /* |
798 | * If we've been passed a rotation region but we're drawing a |
799 | * tile which is outside it, we must draw it normally. This can |
800 | * occur if we're cleaning up after a completion flash while a |
801 | * new move is also being made. |
802 | */ |
803 | if (rot && (x < rot->cx || y < rot->cy || |
daaccee8 |
804 | x >= rot->cx+rot->cw || y >= rot->cy+rot->ch)) |
0551ee6b |
805 | rot = NULL; |
806 | |
9038fd11 |
807 | if (rot) |
808 | clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); |
809 | |
810 | /* |
811 | * We must draw each side of the tile's highlight separately, |
812 | * because in some cases (during rotation) they will all need |
813 | * to be different colours. |
814 | */ |
815 | |
816 | /* The centre point is common to all sides. */ |
817 | coords[4] = x + TILE_SIZE / 2; |
818 | coords[5] = y + TILE_SIZE / 2; |
819 | rotate(coords+4, rot); |
820 | |
821 | /* Right side. */ |
822 | coords[0] = x + TILE_SIZE - 1; |
823 | coords[1] = y + TILE_SIZE - 1; |
824 | rotate(coords+0, rot); |
825 | coords[2] = x + TILE_SIZE - 1; |
826 | coords[3] = y; |
827 | rotate(coords+2, rot); |
828 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); |
829 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); |
830 | |
831 | /* Bottom side. */ |
832 | coords[2] = x; |
833 | coords[3] = y + TILE_SIZE - 1; |
834 | rotate(coords+2, rot); |
835 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); |
836 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); |
837 | |
838 | /* Left side. */ |
839 | coords[0] = x; |
840 | coords[1] = y; |
841 | rotate(coords+0, rot); |
842 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); |
843 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); |
844 | |
845 | /* Top side. */ |
846 | coords[2] = x + TILE_SIZE - 1; |
847 | coords[3] = y; |
848 | rotate(coords+2, rot); |
849 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); |
850 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); |
851 | |
a3631c72 |
852 | /* |
853 | * Now the main blank area in the centre of the tile. |
854 | */ |
9038fd11 |
855 | if (rot) { |
856 | coords[0] = x + HIGHLIGHT_WIDTH; |
857 | coords[1] = y + HIGHLIGHT_WIDTH; |
858 | rotate(coords+0, rot); |
859 | coords[2] = x + HIGHLIGHT_WIDTH; |
860 | coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
861 | rotate(coords+2, rot); |
862 | coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
863 | coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
864 | rotate(coords+4, rot); |
865 | coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
866 | coords[7] = y + HIGHLIGHT_WIDTH; |
867 | rotate(coords+6, rot); |
868 | draw_polygon(fe, coords, 4, TRUE, flash_colour); |
869 | draw_polygon(fe, coords, 4, FALSE, flash_colour); |
870 | } else { |
871 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
872 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
873 | flash_colour); |
874 | } |
875 | |
a3631c72 |
876 | /* |
4b24f582 |
877 | * Next, the triangles for orientation. |
a3631c72 |
878 | */ |
879 | if (state->orientable) { |
d50832a3 |
880 | int xdx, xdy, ydx, ydy; |
881 | int cx, cy, displ, displ2; |
a3631c72 |
882 | switch (tile & 3) { |
883 | case 0: |
d50832a3 |
884 | xdx = 1, xdy = 0; |
885 | ydx = 0, ydy = 1; |
a3631c72 |
886 | break; |
887 | case 1: |
d50832a3 |
888 | xdx = 0, xdy = -1; |
889 | ydx = 1, ydy = 0; |
a3631c72 |
890 | break; |
891 | case 2: |
d50832a3 |
892 | xdx = -1, xdy = 0; |
893 | ydx = 0, ydy = -1; |
a3631c72 |
894 | break; |
895 | default /* case 3 */: |
d50832a3 |
896 | xdx = 0, xdy = 1; |
897 | ydx = -1, ydy = 0; |
a3631c72 |
898 | break; |
899 | } |
900 | |
d50832a3 |
901 | cx = x + TILE_SIZE / 2; |
902 | cy = y + TILE_SIZE / 2; |
903 | displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2; |
904 | displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH; |
a3631c72 |
905 | |
30861651 |
906 | coords[0] = cx - displ * xdx + displ2 * ydx; |
907 | coords[1] = cy - displ * xdy + displ2 * ydy; |
a3631c72 |
908 | rotate(coords+0, rot); |
30861651 |
909 | coords[2] = cx + displ * xdx + displ2 * ydx; |
910 | coords[3] = cy + displ * xdy + displ2 * ydy; |
a3631c72 |
911 | rotate(coords+2, rot); |
30861651 |
912 | coords[4] = cx - displ * ydx; |
913 | coords[5] = cy - displ * ydy; |
a3631c72 |
914 | rotate(coords+4, rot); |
d50832a3 |
915 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); |
916 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); |
a3631c72 |
917 | } |
918 | |
9038fd11 |
919 | coords[0] = x + TILE_SIZE/2; |
920 | coords[1] = y + TILE_SIZE/2; |
921 | rotate(coords+0, rot); |
a3631c72 |
922 | sprintf(str, "%d", tile / 4); |
9038fd11 |
923 | draw_text(fe, coords[0], coords[1], |
924 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
925 | COL_TEXT, str); |
926 | |
927 | if (rot) |
928 | unclip(fe); |
929 | |
930 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
931 | } |
932 | |
933 | static int highlight_colour(float angle) |
934 | { |
935 | int colours[32] = { |
936 | COL_LOWLIGHT, |
937 | COL_LOWLIGHT_GENTLE, |
938 | COL_LOWLIGHT_GENTLE, |
939 | COL_LOWLIGHT_GENTLE, |
940 | COL_HIGHLIGHT_GENTLE, |
941 | COL_HIGHLIGHT_GENTLE, |
942 | COL_HIGHLIGHT_GENTLE, |
943 | COL_HIGHLIGHT, |
944 | COL_HIGHLIGHT, |
945 | COL_HIGHLIGHT, |
946 | COL_HIGHLIGHT, |
947 | COL_HIGHLIGHT, |
948 | COL_HIGHLIGHT, |
949 | COL_HIGHLIGHT, |
950 | COL_HIGHLIGHT, |
951 | COL_HIGHLIGHT, |
952 | COL_HIGHLIGHT, |
953 | COL_HIGHLIGHT_GENTLE, |
954 | COL_HIGHLIGHT_GENTLE, |
955 | COL_HIGHLIGHT_GENTLE, |
956 | COL_LOWLIGHT_GENTLE, |
957 | COL_LOWLIGHT_GENTLE, |
958 | COL_LOWLIGHT_GENTLE, |
959 | COL_LOWLIGHT, |
960 | COL_LOWLIGHT, |
961 | COL_LOWLIGHT, |
962 | COL_LOWLIGHT, |
963 | COL_LOWLIGHT, |
964 | COL_LOWLIGHT, |
965 | COL_LOWLIGHT, |
966 | COL_LOWLIGHT, |
967 | COL_LOWLIGHT, |
968 | }; |
969 | |
970 | return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; |
971 | } |
972 | |
973 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
e3f21163 |
974 | int dir, game_ui *ui) |
9038fd11 |
975 | { |
2ac6d24e |
976 | if ((dir > 0 && newstate->just_used_solve) || |
977 | (dir < 0 && oldstate->just_used_solve)) |
978 | return 0.0F; |
979 | else |
980 | return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); |
9038fd11 |
981 | } |
982 | |
983 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
e3f21163 |
984 | int dir, game_ui *ui) |
9038fd11 |
985 | { |
2ac6d24e |
986 | if (!oldstate->completed && newstate->completed && |
987 | !oldstate->used_solve && !newstate->used_solve) |
9038fd11 |
988 | return 2 * FLASH_FRAME; |
989 | else |
990 | return 0.0F; |
991 | } |
992 | |
993 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
994 | game_state *state, int dir, game_ui *ui, |
995 | float animtime, float flashtime) |
996 | { |
997 | int i, bgcolour; |
998 | struct rotation srot, *rot; |
999 | int lastx = -1, lasty = -1, lastr = -1; |
1000 | |
1001 | if (flashtime > 0) { |
1002 | int frame = (int)(flashtime / FLASH_FRAME); |
1003 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
1004 | } else |
1005 | bgcolour = COL_BACKGROUND; |
1006 | |
1007 | if (!ds->started) { |
19f24306 |
1008 | int coords[10]; |
9038fd11 |
1009 | |
1010 | draw_rect(fe, 0, 0, |
1011 | TILE_SIZE * state->w + 2 * BORDER, |
1012 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
1013 | draw_update(fe, 0, 0, |
1014 | TILE_SIZE * state->w + 2 * BORDER, |
1015 | TILE_SIZE * state->h + 2 * BORDER); |
1016 | |
1017 | /* |
1018 | * Recessed area containing the whole puzzle. |
1019 | */ |
1020 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
1021 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
1022 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
1023 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
19f24306 |
1024 | coords[4] = coords[2] - TILE_SIZE; |
1025 | coords[5] = coords[3] + TILE_SIZE; |
1026 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
1027 | coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
1028 | coords[6] = coords[8] + TILE_SIZE; |
1029 | coords[7] = coords[9] - TILE_SIZE; |
1030 | draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT); |
1031 | draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT); |
9038fd11 |
1032 | |
1033 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
1034 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
19f24306 |
1035 | draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT); |
1036 | draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT); |
9038fd11 |
1037 | |
1038 | ds->started = TRUE; |
1039 | } |
1040 | |
1041 | /* |
1042 | * If we're drawing any rotated tiles, sort out the rotation |
1043 | * parameters, and also zap the rotation region to the |
1044 | * background colour before doing anything else. |
1045 | */ |
1046 | if (oldstate) { |
1047 | float angle; |
e3f21163 |
1048 | float anim_max = game_anim_length(oldstate, state, dir, ui); |
9038fd11 |
1049 | |
1050 | if (dir > 0) { |
1051 | lastx = state->lastx; |
1052 | lasty = state->lasty; |
1053 | lastr = state->lastr; |
1054 | } else { |
1055 | lastx = oldstate->lastx; |
1056 | lasty = oldstate->lasty; |
1057 | lastr = -oldstate->lastr; |
1058 | } |
1059 | |
1060 | rot = &srot; |
1061 | rot->cx = COORD(lastx); |
1062 | rot->cy = COORD(lasty); |
1063 | rot->cw = rot->ch = TILE_SIZE * state->n; |
1064 | rot->ox = rot->cx + rot->cw/2; |
1065 | rot->oy = rot->cy + rot->ch/2; |
1066 | angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); |
1067 | rot->c = cos(angle); |
1068 | rot->s = sin(angle); |
1069 | |
1070 | /* |
1071 | * Sort out the colours of the various sides of the tile. |
1072 | */ |
1073 | rot->lc = highlight_colour(PI + angle); |
1074 | rot->rc = highlight_colour(angle); |
1075 | rot->tc = highlight_colour(PI/2 + angle); |
1076 | rot->bc = highlight_colour(-PI/2 + angle); |
1077 | |
1078 | draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); |
1079 | } else |
1080 | rot = NULL; |
1081 | |
1082 | /* |
1083 | * Now draw each tile. |
1084 | */ |
1085 | for (i = 0; i < state->w * state->h; i++) { |
1086 | int t; |
1087 | int tx = i % state->w, ty = i / state->w; |
1088 | |
1089 | /* |
1090 | * Figure out what should be displayed at this location. |
1091 | * Usually it will be state->grid[i], unless we're in the |
1092 | * middle of animating an actual rotation and this cell is |
1093 | * within the rotation region, in which case we set -1 |
1094 | * (always display). |
1095 | */ |
1096 | if (oldstate && lastx >= 0 && lasty >= 0 && |
1097 | tx >= lastx && tx < lastx + state->n && |
1098 | ty >= lasty && ty < lasty + state->n) |
1099 | t = -1; |
1100 | else |
1101 | t = state->grid[i]; |
1102 | |
1103 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
1104 | ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { |
1105 | int x = COORD(tx), y = COORD(ty); |
1106 | |
1107 | draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); |
1108 | ds->grid[i] = t; |
1109 | } |
1110 | } |
1111 | ds->bgcolour = bgcolour; |
1112 | |
1113 | /* |
1114 | * Update the status bar. |
1115 | */ |
1116 | { |
1117 | char statusbuf[256]; |
1118 | |
1119 | /* |
1120 | * Don't show the new status until we're also showing the |
1121 | * new _state_ - after the game animation is complete. |
1122 | */ |
1123 | if (oldstate) |
1124 | state = oldstate; |
1125 | |
2ac6d24e |
1126 | if (state->used_solve) |
1127 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1128 | state->movecount - state->completed); |
81875211 |
1129 | else { |
2ac6d24e |
1130 | sprintf(statusbuf, "%sMoves: %d", |
1131 | (state->completed ? "COMPLETED! " : ""), |
1132 | (state->completed ? state->completed : state->movecount)); |
81875211 |
1133 | if (state->movetarget) |
1134 | sprintf(statusbuf+strlen(statusbuf), " (target %d)", |
1135 | state->movetarget); |
1136 | } |
9038fd11 |
1137 | |
1138 | status_bar(fe, statusbuf); |
1139 | } |
1140 | } |
1141 | |
1142 | static int game_wants_statusbar(void) |
1143 | { |
1144 | return TRUE; |
1145 | } |
1146 | |
48dcdd62 |
1147 | static int game_timing_state(game_state *state) |
1148 | { |
1149 | return TRUE; |
1150 | } |
1151 | |
9038fd11 |
1152 | #ifdef COMBINED |
1153 | #define thegame twiddle |
1154 | #endif |
1155 | |
1156 | const struct game thegame = { |
1d228b10 |
1157 | "Twiddle", "games.twiddle", |
9038fd11 |
1158 | default_params, |
1159 | game_fetch_preset, |
1160 | decode_params, |
1161 | encode_params, |
1162 | free_params, |
1163 | dup_params, |
1d228b10 |
1164 | TRUE, game_configure, custom_params, |
9038fd11 |
1165 | validate_params, |
1185e3c5 |
1166 | new_game_desc, |
6f2d8d7c |
1167 | game_free_aux_info, |
1185e3c5 |
1168 | validate_desc, |
9038fd11 |
1169 | new_game, |
1170 | dup_game, |
1171 | free_game, |
2ac6d24e |
1172 | TRUE, solve_game, |
af52394e |
1173 | TRUE, game_text_format, |
9038fd11 |
1174 | new_ui, |
1175 | free_ui, |
1176 | make_move, |
1177 | game_size, |
1178 | game_colours, |
1179 | game_new_drawstate, |
1180 | game_free_drawstate, |
1181 | game_redraw, |
1182 | game_anim_length, |
1183 | game_flash_length, |
1184 | game_wants_statusbar, |
48dcdd62 |
1185 | FALSE, game_timing_state, |
93b1da3d |
1186 | 0, /* mouse_priorities */ |
9038fd11 |
1187 | }; |