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 | |
23 | #define PI 3.141592653589793238462643383279502884197169399 |
24 | |
25 | #define ANIM_PER_RADIUS_UNIT 0.13F |
26 | #define FLASH_FRAME 0.13F |
27 | |
28 | enum { |
29 | COL_BACKGROUND, |
30 | COL_TEXT, |
31 | COL_HIGHLIGHT, |
32 | COL_HIGHLIGHT_GENTLE, |
33 | COL_LOWLIGHT, |
34 | COL_LOWLIGHT_GENTLE, |
35 | NCOLOURS |
36 | }; |
37 | |
38 | struct game_params { |
39 | int w, h, n; |
40 | int rowsonly; |
a3631c72 |
41 | int orientable; |
81875211 |
42 | int movetarget; |
9038fd11 |
43 | }; |
44 | |
45 | struct game_state { |
46 | int w, h, n; |
a3631c72 |
47 | int orientable; |
9038fd11 |
48 | int *grid; |
49 | int completed; |
2ac6d24e |
50 | int just_used_solve; /* used to suppress undo animation */ |
51 | int used_solve; /* used to suppress completion flash */ |
81875211 |
52 | int movecount, movetarget; |
9038fd11 |
53 | int lastx, lasty, lastr; /* coordinates of last rotation */ |
54 | }; |
55 | |
56 | static game_params *default_params(void) |
57 | { |
58 | game_params *ret = snew(game_params); |
59 | |
60 | ret->w = ret->h = 3; |
61 | ret->n = 2; |
a3631c72 |
62 | ret->rowsonly = ret->orientable = FALSE; |
81875211 |
63 | ret->movetarget = 0; |
9038fd11 |
64 | |
65 | return ret; |
66 | } |
67 | |
68 | |
69 | static void free_params(game_params *params) |
70 | { |
71 | sfree(params); |
72 | } |
73 | |
74 | static game_params *dup_params(game_params *params) |
75 | { |
76 | game_params *ret = snew(game_params); |
77 | *ret = *params; /* structure copy */ |
78 | return ret; |
79 | } |
80 | |
81 | static int game_fetch_preset(int i, char **name, game_params **params) |
82 | { |
83 | static struct { |
84 | char *title; |
85 | game_params params; |
86 | } presets[] = { |
a3631c72 |
87 | { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } }, |
88 | { "3x3 normal", { 3, 3, 2, FALSE, FALSE } }, |
89 | { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } }, |
9038fd11 |
90 | { "4x4 normal", { 4, 4, 2, FALSE } }, |
a3631c72 |
91 | { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } }, |
9038fd11 |
92 | { "4x4 radius 3", { 4, 4, 3, FALSE } }, |
93 | { "5x5 radius 3", { 5, 5, 3, FALSE } }, |
94 | { "6x6 radius 4", { 6, 6, 4, FALSE } }, |
95 | }; |
96 | |
97 | if (i < 0 || i >= lenof(presets)) |
98 | return FALSE; |
99 | |
100 | *name = dupstr(presets[i].title); |
101 | *params = dup_params(&presets[i].params); |
102 | |
103 | return TRUE; |
104 | } |
105 | |
1185e3c5 |
106 | static void decode_params(game_params *ret, char const *string) |
9038fd11 |
107 | { |
9038fd11 |
108 | ret->w = ret->h = atoi(string); |
109 | ret->n = 2; |
a3631c72 |
110 | ret->rowsonly = ret->orientable = FALSE; |
81875211 |
111 | ret->movetarget = 0; |
9038fd11 |
112 | while (*string && isdigit(*string)) string++; |
113 | if (*string == 'x') { |
114 | string++; |
115 | ret->h = atoi(string); |
116 | while (*string && isdigit(*string)) string++; |
117 | } |
118 | if (*string == 'n') { |
119 | string++; |
120 | ret->n = atoi(string); |
121 | while (*string && isdigit(*string)) string++; |
122 | } |
a3631c72 |
123 | while (*string) { |
124 | if (*string == 'r') { |
125 | ret->rowsonly = TRUE; |
126 | } else if (*string == 'o') { |
127 | ret->orientable = TRUE; |
81875211 |
128 | } else if (*string == 'm') { |
129 | string++; |
130 | ret->movetarget = atoi(string); |
131 | while (string[1] && isdigit(string[1])) string++; |
a3631c72 |
132 | } |
9038fd11 |
133 | string++; |
9038fd11 |
134 | } |
9038fd11 |
135 | } |
136 | |
1185e3c5 |
137 | static char *encode_params(game_params *params, int full) |
9038fd11 |
138 | { |
139 | char buf[256]; |
a3631c72 |
140 | sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, |
141 | params->rowsonly ? "r" : "", |
142 | params->orientable ? "o" : ""); |
1185e3c5 |
143 | /* Shuffle limit is part of the limited parameters, because we have to |
144 | * supply the target move count. */ |
145 | if (params->movetarget) |
146 | sprintf(buf + strlen(buf), "m%d", params->movetarget); |
9038fd11 |
147 | return dupstr(buf); |
148 | } |
149 | |
150 | static config_item *game_configure(game_params *params) |
151 | { |
152 | config_item *ret; |
153 | char buf[80]; |
154 | |
81875211 |
155 | ret = snewn(7, config_item); |
9038fd11 |
156 | |
157 | ret[0].name = "Width"; |
158 | ret[0].type = C_STRING; |
159 | sprintf(buf, "%d", params->w); |
160 | ret[0].sval = dupstr(buf); |
161 | ret[0].ival = 0; |
162 | |
163 | ret[1].name = "Height"; |
164 | ret[1].type = C_STRING; |
165 | sprintf(buf, "%d", params->h); |
166 | ret[1].sval = dupstr(buf); |
167 | ret[1].ival = 0; |
168 | |
169 | ret[2].name = "Rotation radius"; |
170 | ret[2].type = C_STRING; |
171 | sprintf(buf, "%d", params->n); |
172 | ret[2].sval = dupstr(buf); |
173 | ret[2].ival = 0; |
174 | |
175 | ret[3].name = "One number per row"; |
176 | ret[3].type = C_BOOLEAN; |
177 | ret[3].sval = NULL; |
178 | ret[3].ival = params->rowsonly; |
179 | |
a3631c72 |
180 | ret[4].name = "Orientation matters"; |
181 | ret[4].type = C_BOOLEAN; |
9038fd11 |
182 | ret[4].sval = NULL; |
a3631c72 |
183 | ret[4].ival = params->orientable; |
184 | |
81875211 |
185 | ret[5].name = "Number of shuffling moves"; |
186 | ret[5].type = C_STRING; |
187 | sprintf(buf, "%d", params->movetarget); |
188 | ret[5].sval = dupstr(buf); |
a3631c72 |
189 | ret[5].ival = 0; |
9038fd11 |
190 | |
81875211 |
191 | ret[6].name = NULL; |
192 | ret[6].type = C_END; |
193 | ret[6].sval = NULL; |
194 | ret[6].ival = 0; |
195 | |
9038fd11 |
196 | return ret; |
197 | } |
198 | |
199 | static game_params *custom_params(config_item *cfg) |
200 | { |
201 | game_params *ret = snew(game_params); |
202 | |
203 | ret->w = atoi(cfg[0].sval); |
204 | ret->h = atoi(cfg[1].sval); |
205 | ret->n = atoi(cfg[2].sval); |
206 | ret->rowsonly = cfg[3].ival; |
a3631c72 |
207 | ret->orientable = cfg[4].ival; |
81875211 |
208 | ret->movetarget = atoi(cfg[5].sval); |
9038fd11 |
209 | |
210 | return ret; |
211 | } |
212 | |
213 | static char *validate_params(game_params *params) |
214 | { |
215 | if (params->n < 2) |
216 | return "Rotation radius must be at least two"; |
217 | if (params->w < params->n) |
218 | return "Width must be at least the rotation radius"; |
219 | if (params->h < params->n) |
220 | return "Height must be at least the rotation radius"; |
221 | return NULL; |
222 | } |
223 | |
224 | /* |
225 | * This function actually performs a rotation on a grid. The `x' |
226 | * and `y' coordinates passed in are the coordinates of the _top |
227 | * left corner_ of the rotated region. (Using the centre would have |
228 | * involved half-integers and been annoyingly fiddly. Clicking in |
229 | * the centre is good for a user interface, but too inconvenient to |
230 | * use internally.) |
231 | */ |
a3631c72 |
232 | static void do_rotate(int *grid, int w, int h, int n, int orientable, |
233 | int x, int y, int dir) |
9038fd11 |
234 | { |
235 | int i, j; |
236 | |
237 | assert(x >= 0 && x+n <= w); |
238 | assert(y >= 0 && y+n <= h); |
239 | dir &= 3; |
240 | if (dir == 0) |
241 | return; /* nothing to do */ |
242 | |
243 | grid += y*w+x; /* translate region to top corner */ |
244 | |
245 | /* |
246 | * If we were leaving the result of the rotation in a separate |
247 | * grid, the simple thing to do would be to loop over each |
248 | * square within the rotated region and assign it from its |
249 | * source square. However, to do it in place without taking |
250 | * O(n^2) memory, we need to be marginally more clever. What |
251 | * I'm going to do is loop over about one _quarter_ of the |
252 | * rotated region and permute each element within that quarter |
253 | * with its rotational coset. |
254 | * |
255 | * The size of the region I need to loop over is (n+1)/2 by |
256 | * n/2, which is an obvious exact quarter for even n and is a |
257 | * rectangle for odd n. (For odd n, this technique leaves out |
258 | * one element of the square, which is of course the central |
259 | * one that never moves anyway.) |
260 | */ |
261 | for (i = 0; i < (n+1)/2; i++) { |
262 | for (j = 0; j < n/2; j++) { |
263 | int k; |
264 | int g[4]; |
265 | int p[4] = { |
266 | j*w+i, |
267 | i*w+(n-j-1), |
268 | (n-j-1)*w+(n-i-1), |
269 | (n-i-1)*w+j |
270 | }; |
271 | |
272 | for (k = 0; k < 4; k++) |
273 | g[k] = grid[p[k]]; |
274 | |
a3631c72 |
275 | for (k = 0; k < 4; k++) { |
276 | int v = g[(k+dir) & 3]; |
277 | if (orientable) |
278 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
279 | grid[p[k]] = v; |
280 | } |
9038fd11 |
281 | } |
282 | } |
a3631c72 |
283 | |
284 | /* |
285 | * Don't forget the orientation on the centre square, if n is |
286 | * odd. |
287 | */ |
288 | if (orientable && (n & 1)) { |
289 | int v = grid[n/2*(w+1)]; |
290 | v ^= ((v+dir) ^ v) & 3; /* alter orientation */ |
291 | grid[n/2*(w+1)] = v; |
292 | } |
9038fd11 |
293 | } |
294 | |
a3631c72 |
295 | static int grid_complete(int *grid, int wh, int orientable) |
9038fd11 |
296 | { |
297 | int ok = TRUE; |
298 | int i; |
299 | for (i = 1; i < wh; i++) |
300 | if (grid[i] < grid[i-1]) |
301 | ok = FALSE; |
a3631c72 |
302 | if (orientable) { |
303 | for (i = 0; i < wh; i++) |
304 | if (grid[i] & 3) |
305 | ok = FALSE; |
306 | } |
9038fd11 |
307 | return ok; |
308 | } |
309 | |
1185e3c5 |
310 | static char *new_game_desc(game_params *params, random_state *rs, |
6aa6af4c |
311 | game_aux_info **aux, int interactive) |
9038fd11 |
312 | { |
313 | int *grid; |
314 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
315 | int i; |
316 | char *ret; |
317 | int retlen; |
318 | int total_moves; |
319 | |
320 | /* |
321 | * Set up a solved grid. |
322 | */ |
323 | grid = snewn(wh, int); |
324 | for (i = 0; i < wh; i++) |
a3631c72 |
325 | grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4; |
9038fd11 |
326 | |
327 | /* |
328 | * Shuffle it. This game is complex enough that I don't feel up |
329 | * to analysing its full symmetry properties (particularly at |
330 | * n=4 and above!), so I'm going to do it the pedestrian way |
331 | * and simply shuffle the grid by making a long sequence of |
332 | * randomly chosen moves. |
333 | */ |
81875211 |
334 | total_moves = params->movetarget; |
335 | if (!total_moves) |
060ba134 |
336 | /* Add a random move to avoid parity issues. */ |
81875211 |
337 | total_moves = w*h*n*n*2 + random_upto(rs, 2); |
338 | |
339 | do { |
060ba134 |
340 | int *prevmoves; |
341 | int rw, rh; /* w/h of rotation centre space */ |
342 | |
343 | rw = w - n + 1; |
344 | rh = h - n + 1; |
345 | prevmoves = snewn(rw * rh, int); |
346 | for (i = 0; i < rw * rh; i++) |
347 | prevmoves[i] = 0; |
81875211 |
348 | |
349 | for (i = 0; i < total_moves; i++) { |
060ba134 |
350 | int x, y, r, oldtotal, newtotal, dx, dy; |
81875211 |
351 | |
352 | do { |
353 | x = random_upto(rs, w - n + 1); |
354 | y = random_upto(rs, h - n + 1); |
060ba134 |
355 | r = 2 * random_upto(rs, 2) - 1; |
356 | |
357 | /* |
358 | * See if any previous rotations has happened at |
359 | * this point which nothing has overlapped since. |
360 | * If so, ensure we haven't either undone a |
361 | * previous move or repeated one so many times that |
362 | * it turns into fewer moves in the inverse |
363 | * direction (i.e. three identical rotations). |
364 | */ |
365 | oldtotal = prevmoves[y*rw+x]; |
366 | newtotal = oldtotal + r; |
367 | } while (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2); |
368 | |
369 | do_rotate(grid, w, h, n, params->orientable, x, y, r); |
81875211 |
370 | |
371 | /* |
060ba134 |
372 | * Log the rotation we've just performed at this point, |
373 | * for inversion detection in the next move. |
374 | * |
375 | * Also zero a section of the prevmoves array, because |
376 | * any rotation area which _overlaps_ this one is now |
377 | * entirely safe to perform further moves in. |
378 | * |
379 | * Two rotation areas overlap if their top left |
380 | * coordinates differ by strictly less than n in both |
381 | * directions |
81875211 |
382 | */ |
060ba134 |
383 | prevmoves[y*rw+x] += r; |
384 | for (dy = -n+1; dy <= n-1; dy++) { |
385 | if (y + dy < 0 || y + dy >= rh) |
386 | continue; |
387 | for (dx = -n+1; dx <= n-1; dx++) { |
388 | if (x + dx < 0 || x + dx >= rw) |
389 | continue; |
390 | if (dx == 0 && dy == 0) |
391 | continue; |
392 | prevmoves[(y+dy)*rw+(x+dx)] = 0; |
393 | } |
81875211 |
394 | } |
395 | } |
060ba134 |
396 | |
397 | sfree(prevmoves); |
398 | |
81875211 |
399 | } while (grid_complete(grid, wh, params->orientable)); |
9038fd11 |
400 | |
401 | /* |
1185e3c5 |
402 | * Now construct the game description, by describing the grid |
403 | * as a simple sequence of integers. They're comma-separated, |
404 | * unless the puzzle is orientable in which case they're |
405 | * separated by orientation letters `u', `d', `l' and `r'. |
9038fd11 |
406 | */ |
407 | ret = NULL; |
408 | retlen = 0; |
409 | for (i = 0; i < wh; i++) { |
410 | char buf[80]; |
411 | int k; |
412 | |
30861651 |
413 | k = sprintf(buf, "%d%c", grid[i] / 4, |
414 | params->orientable ? "uldr"[grid[i] & 3] : ','); |
9038fd11 |
415 | |
416 | ret = sresize(ret, retlen + k + 1, char); |
417 | strcpy(ret + retlen, buf); |
418 | retlen += k; |
419 | } |
30861651 |
420 | if (!params->orientable) |
421 | ret[retlen-1] = '\0'; /* delete last comma */ |
9038fd11 |
422 | |
423 | sfree(grid); |
424 | return ret; |
425 | } |
426 | |
2ac6d24e |
427 | static void game_free_aux_info(game_aux_info *aux) |
6f2d8d7c |
428 | { |
429 | assert(!"Shouldn't happen"); |
430 | } |
431 | |
1185e3c5 |
432 | static char *validate_desc(game_params *params, char *desc) |
9038fd11 |
433 | { |
434 | char *p, *err; |
435 | int w = params->w, h = params->h, wh = w*h; |
436 | int i; |
437 | |
1185e3c5 |
438 | p = desc; |
9038fd11 |
439 | err = NULL; |
440 | |
441 | for (i = 0; i < wh; i++) { |
30861651 |
442 | if (*p < '0' || *p > '9') |
9038fd11 |
443 | return "Not enough numbers in string"; |
9038fd11 |
444 | while (*p >= '0' && *p <= '9') |
445 | p++; |
30861651 |
446 | if (!params->orientable && i < wh-1) { |
447 | if (*p != ',') |
448 | return "Expected comma after number"; |
449 | } else if (params->orientable && i < wh) { |
450 | if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd') |
451 | return "Expected orientation letter after number"; |
452 | } else if (i == wh-1 && *p) { |
9038fd11 |
453 | return "Excess junk at end of string"; |
454 | } |
455 | |
456 | if (*p) p++; /* eat comma */ |
457 | } |
458 | |
459 | return NULL; |
460 | } |
461 | |
c380832d |
462 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
9038fd11 |
463 | { |
464 | game_state *state = snew(game_state); |
465 | int w = params->w, h = params->h, n = params->n, wh = w*h; |
466 | int i; |
467 | char *p; |
468 | |
469 | state->w = w; |
470 | state->h = h; |
471 | state->n = n; |
a3631c72 |
472 | state->orientable = params->orientable; |
9038fd11 |
473 | state->completed = 0; |
2ac6d24e |
474 | state->used_solve = state->just_used_solve = FALSE; |
9038fd11 |
475 | state->movecount = 0; |
81875211 |
476 | state->movetarget = params->movetarget; |
9038fd11 |
477 | state->lastx = state->lasty = state->lastr = -1; |
478 | |
479 | state->grid = snewn(wh, int); |
480 | |
1185e3c5 |
481 | p = desc; |
9038fd11 |
482 | |
483 | for (i = 0; i < wh; i++) { |
30861651 |
484 | state->grid[i] = 4 * atoi(p); |
9038fd11 |
485 | while (*p >= '0' && *p <= '9') |
486 | p++; |
30861651 |
487 | if (*p) { |
488 | if (params->orientable) { |
489 | switch (*p) { |
490 | case 'l': state->grid[i] |= 1; break; |
491 | case 'd': state->grid[i] |= 2; break; |
492 | case 'r': state->grid[i] |= 3; break; |
493 | } |
494 | } |
495 | p++; |
496 | } |
9038fd11 |
497 | } |
498 | |
499 | return state; |
500 | } |
501 | |
502 | static game_state *dup_game(game_state *state) |
503 | { |
504 | game_state *ret = snew(game_state); |
505 | |
506 | ret->w = state->w; |
507 | ret->h = state->h; |
508 | ret->n = state->n; |
a3631c72 |
509 | ret->orientable = state->orientable; |
9038fd11 |
510 | ret->completed = state->completed; |
511 | ret->movecount = state->movecount; |
81875211 |
512 | ret->movetarget = state->movetarget; |
9038fd11 |
513 | ret->lastx = state->lastx; |
514 | ret->lasty = state->lasty; |
515 | ret->lastr = state->lastr; |
2ac6d24e |
516 | ret->used_solve = state->used_solve; |
517 | ret->just_used_solve = state->just_used_solve; |
9038fd11 |
518 | |
519 | ret->grid = snewn(ret->w * ret->h, int); |
520 | memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); |
521 | |
522 | return ret; |
523 | } |
524 | |
525 | static void free_game(game_state *state) |
526 | { |
527 | sfree(state->grid); |
528 | sfree(state); |
529 | } |
530 | |
2ac6d24e |
531 | static int compare_int(const void *av, const void *bv) |
532 | { |
533 | const int *a = (const int *)av; |
534 | const int *b = (const int *)bv; |
535 | if (*a < *b) |
536 | return -1; |
537 | else if (*a > *b) |
538 | return +1; |
539 | else |
540 | return 0; |
541 | } |
542 | |
543 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
544 | char **error) |
545 | { |
546 | game_state *ret = dup_game(state); |
ef059e59 |
547 | int i; |
2ac6d24e |
548 | |
549 | /* |
550 | * Simply replace the grid with a solved one. For this game, |
551 | * this isn't a useful operation for actually telling the user |
552 | * what they should have done, but it is useful for |
553 | * conveniently being able to get hold of a clean state from |
554 | * which to practise manoeuvres. |
555 | */ |
556 | qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); |
ef059e59 |
557 | for (i = 0; i < ret->w*ret->h; i++) |
558 | ret->grid[i] &= ~3; |
2ac6d24e |
559 | ret->used_solve = ret->just_used_solve = TRUE; |
e73ca44d |
560 | ret->completed = ret->movecount = 1; |
2ac6d24e |
561 | |
562 | return ret; |
563 | } |
564 | |
9b4b03d3 |
565 | static char *game_text_format(game_state *state) |
566 | { |
af52394e |
567 | char *ret, *p, buf[80]; |
568 | int i, x, y, col, o, maxlen; |
569 | |
570 | /* |
571 | * First work out how many characters we need to display each |
572 | * number. We're pretty flexible on grid contents here, so we |
573 | * have to scan the entire grid. |
574 | */ |
575 | col = 0; |
576 | for (i = 0; i < state->w * state->h; i++) { |
577 | x = sprintf(buf, "%d", state->grid[i] / 4); |
578 | if (col < x) col = x; |
579 | } |
580 | o = (state->orientable ? 1 : 0); |
581 | |
582 | /* |
583 | * Now we know the exact total size of the grid we're going to |
584 | * produce: it's got h rows, each containing w lots of col+o, |
585 | * w-1 spaces and a trailing newline. |
586 | */ |
587 | maxlen = state->h * state->w * (col+o+1); |
588 | |
48a10826 |
589 | ret = snewn(maxlen+1, char); |
af52394e |
590 | p = ret; |
591 | |
592 | for (y = 0; y < state->h; y++) { |
593 | for (x = 0; x < state->w; x++) { |
594 | int v = state->grid[state->w*y+x]; |
595 | sprintf(buf, "%*d", col, v/4); |
596 | memcpy(p, buf, col); |
597 | p += col; |
598 | if (o) |
599 | *p++ = "^<v>"[v & 3]; |
600 | if (x+1 == state->w) |
601 | *p++ = '\n'; |
602 | else |
603 | *p++ = ' '; |
604 | } |
605 | } |
606 | |
607 | assert(p - ret == maxlen); |
608 | *p = '\0'; |
609 | return ret; |
9b4b03d3 |
610 | } |
611 | |
9038fd11 |
612 | static game_ui *new_ui(game_state *state) |
613 | { |
614 | return NULL; |
615 | } |
616 | |
617 | static void free_ui(game_ui *ui) |
618 | { |
619 | } |
620 | |
621 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
622 | int button) |
623 | { |
624 | int w = from->w, h = from->h, n = from->n, wh = w*h; |
625 | game_state *ret; |
626 | int dir; |
627 | |
f0ee053c |
628 | button = button & (~MOD_MASK | MOD_NUM_KEYPAD); |
629 | |
9038fd11 |
630 | if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { |
631 | /* |
632 | * Determine the coordinates of the click. We offset by n-1 |
633 | * half-blocks so that the user must click at the centre of |
634 | * a rotation region rather than at the corner. |
635 | */ |
636 | x -= (n-1) * TILE_SIZE / 2; |
637 | y -= (n-1) * TILE_SIZE / 2; |
638 | x = FROMCOORD(x); |
639 | y = FROMCOORD(y); |
a96666e4 |
640 | dir = (button == LEFT_BUTTON ? 1 : -1); |
641 | if (x < 0 || x > w-n || y < 0 || y > h-n) |
9038fd11 |
642 | return NULL; |
a96666e4 |
643 | } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') { |
644 | x = y = 0; |
645 | dir = (button == 'A' ? -1 : +1); |
646 | } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') { |
647 | x = w-n; |
648 | y = 0; |
649 | dir = (button == 'B' ? -1 : +1); |
650 | } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') { |
651 | x = 0; |
652 | y = h-n; |
653 | dir = (button == 'C' ? -1 : +1); |
654 | } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') { |
655 | x = w-n; |
656 | y = h-n; |
657 | dir = (button == 'D' ? -1 : +1); |
658 | } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) { |
659 | x = (w-n) / 2; |
660 | y = 0; |
661 | dir = +1; |
662 | } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) { |
663 | x = (w-n) / 2; |
664 | y = h-n; |
665 | dir = +1; |
666 | } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) { |
667 | x = 0; |
668 | y = (h-n) / 2; |
669 | dir = +1; |
670 | } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) { |
671 | x = w-n; |
672 | y = (h-n) / 2; |
673 | dir = +1; |
674 | } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){ |
675 | x = (w-n) / 2; |
676 | y = (h-n) / 2; |
677 | dir = +1; |
678 | } else { |
679 | return NULL; /* no move to be made */ |
680 | } |
9038fd11 |
681 | |
a96666e4 |
682 | /* |
683 | * This is a valid move. Make it. |
684 | */ |
685 | ret = dup_game(from); |
686 | ret->just_used_solve = FALSE; /* zero this in a hurry */ |
687 | ret->movecount++; |
688 | do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); |
689 | ret->lastx = x; |
690 | ret->lasty = y; |
691 | ret->lastr = dir; |
9038fd11 |
692 | |
a96666e4 |
693 | /* |
694 | * See if the game has been completed. To do this we simply |
695 | * test that the grid contents are in increasing order. |
696 | */ |
697 | if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) |
698 | ret->completed = ret->movecount; |
699 | return ret; |
9038fd11 |
700 | } |
701 | |
702 | /* ---------------------------------------------------------------------- |
703 | * Drawing routines. |
704 | */ |
705 | |
706 | struct game_drawstate { |
707 | int started; |
708 | int w, h, bgcolour; |
709 | int *grid; |
710 | }; |
711 | |
712 | static void game_size(game_params *params, int *x, int *y) |
713 | { |
714 | *x = TILE_SIZE * params->w + 2 * BORDER; |
715 | *y = TILE_SIZE * params->h + 2 * BORDER; |
716 | } |
717 | |
718 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
719 | { |
720 | float *ret = snewn(3 * NCOLOURS, float); |
721 | int i; |
722 | float max; |
723 | |
724 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
725 | |
726 | /* |
727 | * Drop the background colour so that the highlight is |
728 | * noticeably brighter than it while still being under 1. |
729 | */ |
730 | max = ret[COL_BACKGROUND*3]; |
731 | for (i = 1; i < 3; i++) |
732 | if (ret[COL_BACKGROUND*3+i] > max) |
733 | max = ret[COL_BACKGROUND*3+i]; |
734 | if (max * 1.2F > 1.0F) { |
735 | for (i = 0; i < 3; i++) |
736 | ret[COL_BACKGROUND*3+i] /= (max * 1.2F); |
737 | } |
738 | |
739 | for (i = 0; i < 3; i++) { |
740 | ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; |
741 | ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; |
742 | ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; |
743 | ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; |
744 | ret[COL_TEXT * 3 + i] = 0.0; |
745 | } |
746 | |
747 | *ncolours = NCOLOURS; |
748 | return ret; |
749 | } |
750 | |
751 | static game_drawstate *game_new_drawstate(game_state *state) |
752 | { |
753 | struct game_drawstate *ds = snew(struct game_drawstate); |
754 | int i; |
755 | |
756 | ds->started = FALSE; |
757 | ds->w = state->w; |
758 | ds->h = state->h; |
759 | ds->bgcolour = COL_BACKGROUND; |
760 | ds->grid = snewn(ds->w*ds->h, int); |
761 | for (i = 0; i < ds->w*ds->h; i++) |
762 | ds->grid[i] = -1; |
763 | |
764 | return ds; |
765 | } |
766 | |
767 | static void game_free_drawstate(game_drawstate *ds) |
768 | { |
769 | sfree(ds); |
770 | } |
771 | |
772 | struct rotation { |
773 | int cx, cy, cw, ch; /* clip region */ |
774 | int ox, oy; /* rotation origin */ |
775 | float c, s; /* cos and sin of rotation angle */ |
776 | int lc, rc, tc, bc; /* colours of tile edges */ |
777 | }; |
778 | |
779 | static void rotate(int *xy, struct rotation *rot) |
780 | { |
781 | if (rot) { |
782 | float xf = xy[0] - rot->ox, yf = xy[1] - rot->oy; |
783 | float xf2, yf2; |
784 | |
785 | xf2 = rot->c * xf + rot->s * yf; |
786 | yf2 = - rot->s * xf + rot->c * yf; |
787 | |
788 | xy[0] = xf2 + rot->ox + 0.5; /* round to nearest */ |
789 | xy[1] = yf2 + rot->oy + 0.5; /* round to nearest */ |
790 | } |
791 | } |
792 | |
793 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
794 | int tile, int flash_colour, struct rotation *rot) |
795 | { |
796 | int coords[8]; |
797 | char str[40]; |
798 | |
0551ee6b |
799 | /* |
800 | * If we've been passed a rotation region but we're drawing a |
801 | * tile which is outside it, we must draw it normally. This can |
802 | * occur if we're cleaning up after a completion flash while a |
803 | * new move is also being made. |
804 | */ |
805 | if (rot && (x < rot->cx || y < rot->cy || |
daaccee8 |
806 | x >= rot->cx+rot->cw || y >= rot->cy+rot->ch)) |
0551ee6b |
807 | rot = NULL; |
808 | |
9038fd11 |
809 | if (rot) |
810 | clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); |
811 | |
812 | /* |
813 | * We must draw each side of the tile's highlight separately, |
814 | * because in some cases (during rotation) they will all need |
815 | * to be different colours. |
816 | */ |
817 | |
818 | /* The centre point is common to all sides. */ |
819 | coords[4] = x + TILE_SIZE / 2; |
820 | coords[5] = y + TILE_SIZE / 2; |
821 | rotate(coords+4, rot); |
822 | |
823 | /* Right side. */ |
824 | coords[0] = x + TILE_SIZE - 1; |
825 | coords[1] = y + TILE_SIZE - 1; |
826 | rotate(coords+0, rot); |
827 | coords[2] = x + TILE_SIZE - 1; |
828 | coords[3] = y; |
829 | rotate(coords+2, rot); |
830 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); |
831 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); |
832 | |
833 | /* Bottom side. */ |
834 | coords[2] = x; |
835 | coords[3] = y + TILE_SIZE - 1; |
836 | rotate(coords+2, rot); |
837 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); |
838 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); |
839 | |
840 | /* Left side. */ |
841 | coords[0] = x; |
842 | coords[1] = y; |
843 | rotate(coords+0, rot); |
844 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); |
845 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); |
846 | |
847 | /* Top side. */ |
848 | coords[2] = x + TILE_SIZE - 1; |
849 | coords[3] = y; |
850 | rotate(coords+2, rot); |
851 | draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); |
852 | draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); |
853 | |
a3631c72 |
854 | /* |
855 | * Now the main blank area in the centre of the tile. |
856 | */ |
9038fd11 |
857 | if (rot) { |
858 | coords[0] = x + HIGHLIGHT_WIDTH; |
859 | coords[1] = y + HIGHLIGHT_WIDTH; |
860 | rotate(coords+0, rot); |
861 | coords[2] = x + HIGHLIGHT_WIDTH; |
862 | coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
863 | rotate(coords+2, rot); |
864 | coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
865 | coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
866 | rotate(coords+4, rot); |
867 | coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; |
868 | coords[7] = y + HIGHLIGHT_WIDTH; |
869 | rotate(coords+6, rot); |
870 | draw_polygon(fe, coords, 4, TRUE, flash_colour); |
871 | draw_polygon(fe, coords, 4, FALSE, flash_colour); |
872 | } else { |
873 | draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, |
874 | TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, |
875 | flash_colour); |
876 | } |
877 | |
a3631c72 |
878 | /* |
4b24f582 |
879 | * Next, the triangles for orientation. |
a3631c72 |
880 | */ |
881 | if (state->orientable) { |
d50832a3 |
882 | int xdx, xdy, ydx, ydy; |
883 | int cx, cy, displ, displ2; |
a3631c72 |
884 | switch (tile & 3) { |
885 | case 0: |
d50832a3 |
886 | xdx = 1, xdy = 0; |
887 | ydx = 0, ydy = 1; |
a3631c72 |
888 | break; |
889 | case 1: |
d50832a3 |
890 | xdx = 0, xdy = -1; |
891 | ydx = 1, ydy = 0; |
a3631c72 |
892 | break; |
893 | case 2: |
d50832a3 |
894 | xdx = -1, xdy = 0; |
895 | ydx = 0, ydy = -1; |
a3631c72 |
896 | break; |
897 | default /* case 3 */: |
d50832a3 |
898 | xdx = 0, xdy = 1; |
899 | ydx = -1, ydy = 0; |
a3631c72 |
900 | break; |
901 | } |
902 | |
d50832a3 |
903 | cx = x + TILE_SIZE / 2; |
904 | cy = y + TILE_SIZE / 2; |
905 | displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2; |
906 | displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH; |
a3631c72 |
907 | |
30861651 |
908 | coords[0] = cx - displ * xdx + displ2 * ydx; |
909 | coords[1] = cy - displ * xdy + displ2 * ydy; |
a3631c72 |
910 | rotate(coords+0, rot); |
30861651 |
911 | coords[2] = cx + displ * xdx + displ2 * ydx; |
912 | coords[3] = cy + displ * xdy + displ2 * ydy; |
a3631c72 |
913 | rotate(coords+2, rot); |
30861651 |
914 | coords[4] = cx - displ * ydx; |
915 | coords[5] = cy - displ * ydy; |
a3631c72 |
916 | rotate(coords+4, rot); |
d50832a3 |
917 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); |
918 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); |
a3631c72 |
919 | } |
920 | |
9038fd11 |
921 | coords[0] = x + TILE_SIZE/2; |
922 | coords[1] = y + TILE_SIZE/2; |
923 | rotate(coords+0, rot); |
a3631c72 |
924 | sprintf(str, "%d", tile / 4); |
9038fd11 |
925 | draw_text(fe, coords[0], coords[1], |
926 | FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, |
927 | COL_TEXT, str); |
928 | |
929 | if (rot) |
930 | unclip(fe); |
931 | |
932 | draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); |
933 | } |
934 | |
935 | static int highlight_colour(float angle) |
936 | { |
937 | int colours[32] = { |
938 | COL_LOWLIGHT, |
939 | COL_LOWLIGHT_GENTLE, |
940 | COL_LOWLIGHT_GENTLE, |
941 | COL_LOWLIGHT_GENTLE, |
942 | COL_HIGHLIGHT_GENTLE, |
943 | COL_HIGHLIGHT_GENTLE, |
944 | COL_HIGHLIGHT_GENTLE, |
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, |
954 | COL_HIGHLIGHT, |
955 | COL_HIGHLIGHT_GENTLE, |
956 | COL_HIGHLIGHT_GENTLE, |
957 | COL_HIGHLIGHT_GENTLE, |
958 | COL_LOWLIGHT_GENTLE, |
959 | COL_LOWLIGHT_GENTLE, |
960 | COL_LOWLIGHT_GENTLE, |
961 | COL_LOWLIGHT, |
962 | COL_LOWLIGHT, |
963 | COL_LOWLIGHT, |
964 | COL_LOWLIGHT, |
965 | COL_LOWLIGHT, |
966 | COL_LOWLIGHT, |
967 | COL_LOWLIGHT, |
968 | COL_LOWLIGHT, |
969 | COL_LOWLIGHT, |
970 | }; |
971 | |
972 | return colours[(int)((angle + 2*PI) / (PI/16)) & 31]; |
973 | } |
974 | |
975 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
e3f21163 |
976 | int dir, game_ui *ui) |
9038fd11 |
977 | { |
2ac6d24e |
978 | if ((dir > 0 && newstate->just_used_solve) || |
979 | (dir < 0 && oldstate->just_used_solve)) |
980 | return 0.0F; |
981 | else |
982 | return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); |
9038fd11 |
983 | } |
984 | |
985 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
e3f21163 |
986 | int dir, game_ui *ui) |
9038fd11 |
987 | { |
2ac6d24e |
988 | if (!oldstate->completed && newstate->completed && |
989 | !oldstate->used_solve && !newstate->used_solve) |
9038fd11 |
990 | return 2 * FLASH_FRAME; |
991 | else |
992 | return 0.0F; |
993 | } |
994 | |
995 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
996 | game_state *state, int dir, game_ui *ui, |
997 | float animtime, float flashtime) |
998 | { |
999 | int i, bgcolour; |
1000 | struct rotation srot, *rot; |
1001 | int lastx = -1, lasty = -1, lastr = -1; |
1002 | |
1003 | if (flashtime > 0) { |
1004 | int frame = (int)(flashtime / FLASH_FRAME); |
1005 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
1006 | } else |
1007 | bgcolour = COL_BACKGROUND; |
1008 | |
1009 | if (!ds->started) { |
1010 | int coords[6]; |
1011 | |
1012 | draw_rect(fe, 0, 0, |
1013 | TILE_SIZE * state->w + 2 * BORDER, |
1014 | TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); |
1015 | draw_update(fe, 0, 0, |
1016 | TILE_SIZE * state->w + 2 * BORDER, |
1017 | TILE_SIZE * state->h + 2 * BORDER); |
1018 | |
1019 | /* |
1020 | * Recessed area containing the whole puzzle. |
1021 | */ |
1022 | coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
1023 | coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
1024 | coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; |
1025 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
1026 | coords[4] = COORD(0) - HIGHLIGHT_WIDTH; |
1027 | coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; |
1028 | draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); |
1029 | draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); |
1030 | |
1031 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
1032 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
1033 | draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); |
1034 | draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); |
1035 | |
1036 | ds->started = TRUE; |
1037 | } |
1038 | |
1039 | /* |
1040 | * If we're drawing any rotated tiles, sort out the rotation |
1041 | * parameters, and also zap the rotation region to the |
1042 | * background colour before doing anything else. |
1043 | */ |
1044 | if (oldstate) { |
1045 | float angle; |
e3f21163 |
1046 | float anim_max = game_anim_length(oldstate, state, dir, ui); |
9038fd11 |
1047 | |
1048 | if (dir > 0) { |
1049 | lastx = state->lastx; |
1050 | lasty = state->lasty; |
1051 | lastr = state->lastr; |
1052 | } else { |
1053 | lastx = oldstate->lastx; |
1054 | lasty = oldstate->lasty; |
1055 | lastr = -oldstate->lastr; |
1056 | } |
1057 | |
1058 | rot = &srot; |
1059 | rot->cx = COORD(lastx); |
1060 | rot->cy = COORD(lasty); |
1061 | rot->cw = rot->ch = TILE_SIZE * state->n; |
1062 | rot->ox = rot->cx + rot->cw/2; |
1063 | rot->oy = rot->cy + rot->ch/2; |
1064 | angle = (-PI/2 * lastr) * (1.0 - animtime / anim_max); |
1065 | rot->c = cos(angle); |
1066 | rot->s = sin(angle); |
1067 | |
1068 | /* |
1069 | * Sort out the colours of the various sides of the tile. |
1070 | */ |
1071 | rot->lc = highlight_colour(PI + angle); |
1072 | rot->rc = highlight_colour(angle); |
1073 | rot->tc = highlight_colour(PI/2 + angle); |
1074 | rot->bc = highlight_colour(-PI/2 + angle); |
1075 | |
1076 | draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); |
1077 | } else |
1078 | rot = NULL; |
1079 | |
1080 | /* |
1081 | * Now draw each tile. |
1082 | */ |
1083 | for (i = 0; i < state->w * state->h; i++) { |
1084 | int t; |
1085 | int tx = i % state->w, ty = i / state->w; |
1086 | |
1087 | /* |
1088 | * Figure out what should be displayed at this location. |
1089 | * Usually it will be state->grid[i], unless we're in the |
1090 | * middle of animating an actual rotation and this cell is |
1091 | * within the rotation region, in which case we set -1 |
1092 | * (always display). |
1093 | */ |
1094 | if (oldstate && lastx >= 0 && lasty >= 0 && |
1095 | tx >= lastx && tx < lastx + state->n && |
1096 | ty >= lasty && ty < lasty + state->n) |
1097 | t = -1; |
1098 | else |
1099 | t = state->grid[i]; |
1100 | |
1101 | if (ds->bgcolour != bgcolour || /* always redraw when flashing */ |
1102 | ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { |
1103 | int x = COORD(tx), y = COORD(ty); |
1104 | |
1105 | draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); |
1106 | ds->grid[i] = t; |
1107 | } |
1108 | } |
1109 | ds->bgcolour = bgcolour; |
1110 | |
1111 | /* |
1112 | * Update the status bar. |
1113 | */ |
1114 | { |
1115 | char statusbuf[256]; |
1116 | |
1117 | /* |
1118 | * Don't show the new status until we're also showing the |
1119 | * new _state_ - after the game animation is complete. |
1120 | */ |
1121 | if (oldstate) |
1122 | state = oldstate; |
1123 | |
2ac6d24e |
1124 | if (state->used_solve) |
1125 | sprintf(statusbuf, "Moves since auto-solve: %d", |
1126 | state->movecount - state->completed); |
81875211 |
1127 | else { |
2ac6d24e |
1128 | sprintf(statusbuf, "%sMoves: %d", |
1129 | (state->completed ? "COMPLETED! " : ""), |
1130 | (state->completed ? state->completed : state->movecount)); |
81875211 |
1131 | if (state->movetarget) |
1132 | sprintf(statusbuf+strlen(statusbuf), " (target %d)", |
1133 | state->movetarget); |
1134 | } |
9038fd11 |
1135 | |
1136 | status_bar(fe, statusbuf); |
1137 | } |
1138 | } |
1139 | |
1140 | static int game_wants_statusbar(void) |
1141 | { |
1142 | return TRUE; |
1143 | } |
1144 | |
48dcdd62 |
1145 | static int game_timing_state(game_state *state) |
1146 | { |
1147 | return TRUE; |
1148 | } |
1149 | |
9038fd11 |
1150 | #ifdef COMBINED |
1151 | #define thegame twiddle |
1152 | #endif |
1153 | |
1154 | const struct game thegame = { |
1d228b10 |
1155 | "Twiddle", "games.twiddle", |
9038fd11 |
1156 | default_params, |
1157 | game_fetch_preset, |
1158 | decode_params, |
1159 | encode_params, |
1160 | free_params, |
1161 | dup_params, |
1d228b10 |
1162 | TRUE, game_configure, custom_params, |
9038fd11 |
1163 | validate_params, |
1185e3c5 |
1164 | new_game_desc, |
6f2d8d7c |
1165 | game_free_aux_info, |
1185e3c5 |
1166 | validate_desc, |
9038fd11 |
1167 | new_game, |
1168 | dup_game, |
1169 | free_game, |
2ac6d24e |
1170 | TRUE, solve_game, |
af52394e |
1171 | TRUE, game_text_format, |
9038fd11 |
1172 | new_ui, |
1173 | free_ui, |
1174 | make_move, |
1175 | game_size, |
1176 | game_colours, |
1177 | game_new_drawstate, |
1178 | game_free_drawstate, |
1179 | game_redraw, |
1180 | game_anim_length, |
1181 | game_flash_length, |
1182 | game_wants_statusbar, |
48dcdd62 |
1183 | FALSE, game_timing_state, |
9038fd11 |
1184 | }; |