Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / twiddle.c
CommitLineData
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
1e3e152d 17#define PREFERRED_TILE_SIZE 48
18#define TILE_SIZE (ds->tilesize)
9038fd11 19#define BORDER (TILE_SIZE / 2)
20#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
21#define COORD(x) ( (x) * TILE_SIZE + BORDER )
22#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
23
47a46323 24#define ANIM_PER_BLKSIZE_UNIT 0.13F
9038fd11 25#define FLASH_FRAME 0.13F
26
27enum {
28 COL_BACKGROUND,
29 COL_TEXT,
30 COL_HIGHLIGHT,
31 COL_HIGHLIGHT_GENTLE,
32 COL_LOWLIGHT,
33 COL_LOWLIGHT_GENTLE,
5c6659fd 34 COL_HIGHCURSOR, COL_LOWCURSOR,
9038fd11 35 NCOLOURS
36};
37
38struct game_params {
39 int w, h, n;
40 int rowsonly;
a3631c72 41 int orientable;
81875211 42 int movetarget;
9038fd11 43};
44
45struct game_state {
46 int w, h, n;
a3631c72 47 int orientable;
9038fd11 48 int *grid;
49 int completed;
2ac6d24e 50 int used_solve; /* used to suppress completion flash */
81875211 51 int movecount, movetarget;
9038fd11 52 int lastx, lasty, lastr; /* coordinates of last rotation */
53};
54
55static game_params *default_params(void)
56{
57 game_params *ret = snew(game_params);
58
59 ret->w = ret->h = 3;
60 ret->n = 2;
a3631c72 61 ret->rowsonly = ret->orientable = FALSE;
81875211 62 ret->movetarget = 0;
9038fd11 63
64 return ret;
65}
66
67
68static void free_params(game_params *params)
69{
70 sfree(params);
71}
72
73static game_params *dup_params(game_params *params)
74{
75 game_params *ret = snew(game_params);
76 *ret = *params; /* structure copy */
77 return ret;
78}
79
80static int game_fetch_preset(int i, char **name, game_params **params)
81{
82 static struct {
83 char *title;
84 game_params params;
85 } presets[] = {
a3631c72 86 { "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
87 { "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
88 { "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
9038fd11 89 { "4x4 normal", { 4, 4, 2, FALSE } },
a3631c72 90 { "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
47a46323 91 { "4x4, rotating 3x3 blocks", { 4, 4, 3, FALSE } },
92 { "5x5, rotating 3x3 blocks", { 5, 5, 3, FALSE } },
93 { "6x6, rotating 4x4 blocks", { 6, 6, 4, FALSE } },
9038fd11 94 };
95
96 if (i < 0 || i >= lenof(presets))
97 return FALSE;
98
99 *name = dupstr(presets[i].title);
100 *params = dup_params(&presets[i].params);
101
102 return TRUE;
103}
104
1185e3c5 105static void decode_params(game_params *ret, char const *string)
9038fd11 106{
9038fd11 107 ret->w = ret->h = atoi(string);
108 ret->n = 2;
a3631c72 109 ret->rowsonly = ret->orientable = FALSE;
81875211 110 ret->movetarget = 0;
89167dad 111 while (*string && isdigit((unsigned char)*string)) string++;
9038fd11 112 if (*string == 'x') {
113 string++;
114 ret->h = atoi(string);
89167dad 115 while (*string && isdigit((unsigned char)*string)) string++;
9038fd11 116 }
117 if (*string == 'n') {
118 string++;
119 ret->n = atoi(string);
89167dad 120 while (*string && isdigit((unsigned char)*string)) string++;
9038fd11 121 }
a3631c72 122 while (*string) {
123 if (*string == 'r') {
124 ret->rowsonly = TRUE;
125 } else if (*string == 'o') {
126 ret->orientable = TRUE;
81875211 127 } else if (*string == 'm') {
128 string++;
129 ret->movetarget = atoi(string);
89167dad 130 while (string[1] && isdigit((unsigned char)string[1])) string++;
a3631c72 131 }
9038fd11 132 string++;
9038fd11 133 }
9038fd11 134}
135
1185e3c5 136static char *encode_params(game_params *params, int full)
9038fd11 137{
138 char buf[256];
a3631c72 139 sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
140 params->rowsonly ? "r" : "",
141 params->orientable ? "o" : "");
1185e3c5 142 /* Shuffle limit is part of the limited parameters, because we have to
143 * supply the target move count. */
144 if (params->movetarget)
145 sprintf(buf + strlen(buf), "m%d", params->movetarget);
9038fd11 146 return dupstr(buf);
147}
148
149static config_item *game_configure(game_params *params)
150{
151 config_item *ret;
152 char buf[80];
153
81875211 154 ret = snewn(7, config_item);
9038fd11 155
156 ret[0].name = "Width";
157 ret[0].type = C_STRING;
158 sprintf(buf, "%d", params->w);
159 ret[0].sval = dupstr(buf);
160 ret[0].ival = 0;
161
162 ret[1].name = "Height";
163 ret[1].type = C_STRING;
164 sprintf(buf, "%d", params->h);
165 ret[1].sval = dupstr(buf);
166 ret[1].ival = 0;
167
47a46323 168 ret[2].name = "Rotating block size";
9038fd11 169 ret[2].type = C_STRING;
170 sprintf(buf, "%d", params->n);
171 ret[2].sval = dupstr(buf);
172 ret[2].ival = 0;
173
174 ret[3].name = "One number per row";
175 ret[3].type = C_BOOLEAN;
176 ret[3].sval = NULL;
177 ret[3].ival = params->rowsonly;
178
a3631c72 179 ret[4].name = "Orientation matters";
180 ret[4].type = C_BOOLEAN;
9038fd11 181 ret[4].sval = NULL;
a3631c72 182 ret[4].ival = params->orientable;
183
81875211 184 ret[5].name = "Number of shuffling moves";
185 ret[5].type = C_STRING;
186 sprintf(buf, "%d", params->movetarget);
187 ret[5].sval = dupstr(buf);
a3631c72 188 ret[5].ival = 0;
9038fd11 189
81875211 190 ret[6].name = NULL;
191 ret[6].type = C_END;
192 ret[6].sval = NULL;
193 ret[6].ival = 0;
194
9038fd11 195 return ret;
196}
197
198static game_params *custom_params(config_item *cfg)
199{
200 game_params *ret = snew(game_params);
201
202 ret->w = atoi(cfg[0].sval);
203 ret->h = atoi(cfg[1].sval);
204 ret->n = atoi(cfg[2].sval);
205 ret->rowsonly = cfg[3].ival;
a3631c72 206 ret->orientable = cfg[4].ival;
81875211 207 ret->movetarget = atoi(cfg[5].sval);
9038fd11 208
209 return ret;
210}
211
3ff276f2 212static char *validate_params(game_params *params, int full)
9038fd11 213{
214 if (params->n < 2)
47a46323 215 return "Rotating block size must be at least two";
9038fd11 216 if (params->w < params->n)
47a46323 217 return "Width must be at least the rotating block size";
9038fd11 218 if (params->h < params->n)
47a46323 219 return "Height must be at least the rotating block size";
9038fd11 220 return NULL;
221}
222
223/*
224 * This function actually performs a rotation on a grid. The `x'
225 * and `y' coordinates passed in are the coordinates of the _top
226 * left corner_ of the rotated region. (Using the centre would have
227 * involved half-integers and been annoyingly fiddly. Clicking in
228 * the centre is good for a user interface, but too inconvenient to
229 * use internally.)
230 */
a3631c72 231static void do_rotate(int *grid, int w, int h, int n, int orientable,
232 int x, int y, int dir)
9038fd11 233{
234 int i, j;
235
236 assert(x >= 0 && x+n <= w);
237 assert(y >= 0 && y+n <= h);
238 dir &= 3;
239 if (dir == 0)
240 return; /* nothing to do */
241
242 grid += y*w+x; /* translate region to top corner */
243
244 /*
245 * If we were leaving the result of the rotation in a separate
246 * grid, the simple thing to do would be to loop over each
247 * square within the rotated region and assign it from its
248 * source square. However, to do it in place without taking
249 * O(n^2) memory, we need to be marginally more clever. What
250 * I'm going to do is loop over about one _quarter_ of the
251 * rotated region and permute each element within that quarter
252 * with its rotational coset.
253 *
254 * The size of the region I need to loop over is (n+1)/2 by
255 * n/2, which is an obvious exact quarter for even n and is a
256 * rectangle for odd n. (For odd n, this technique leaves out
257 * one element of the square, which is of course the central
258 * one that never moves anyway.)
259 */
260 for (i = 0; i < (n+1)/2; i++) {
261 for (j = 0; j < n/2; j++) {
262 int k;
263 int g[4];
23e8c9fd 264 int p[4];
265
266 p[0] = j*w+i;
267 p[1] = i*w+(n-j-1);
268 p[2] = (n-j-1)*w+(n-i-1);
269 p[3] = (n-i-1)*w+j;
9038fd11 270
271 for (k = 0; k < 4; k++)
272 g[k] = grid[p[k]];
273
a3631c72 274 for (k = 0; k < 4; k++) {
275 int v = g[(k+dir) & 3];
276 if (orientable)
277 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
278 grid[p[k]] = v;
279 }
9038fd11 280 }
281 }
a3631c72 282
283 /*
284 * Don't forget the orientation on the centre square, if n is
285 * odd.
286 */
287 if (orientable && (n & 1)) {
288 int v = grid[n/2*(w+1)];
289 v ^= ((v+dir) ^ v) & 3; /* alter orientation */
290 grid[n/2*(w+1)] = v;
291 }
9038fd11 292}
293
a3631c72 294static int grid_complete(int *grid, int wh, int orientable)
9038fd11 295{
296 int ok = TRUE;
297 int i;
298 for (i = 1; i < wh; i++)
299 if (grid[i] < grid[i-1])
300 ok = FALSE;
a3631c72 301 if (orientable) {
302 for (i = 0; i < wh; i++)
303 if (grid[i] & 3)
304 ok = FALSE;
305 }
9038fd11 306 return ok;
307}
308
1185e3c5 309static char *new_game_desc(game_params *params, random_state *rs,
c566778e 310 char **aux, int interactive)
9038fd11 311{
312 int *grid;
313 int w = params->w, h = params->h, n = params->n, wh = w*h;
314 int i;
315 char *ret;
316 int retlen;
317 int total_moves;
318
319 /*
320 * Set up a solved grid.
321 */
322 grid = snewn(wh, int);
323 for (i = 0; i < wh; i++)
a3631c72 324 grid[i] = ((params->rowsonly ? i/w : i) + 1) * 4;
9038fd11 325
326 /*
327 * Shuffle it. This game is complex enough that I don't feel up
328 * to analysing its full symmetry properties (particularly at
329 * n=4 and above!), so I'm going to do it the pedestrian way
330 * and simply shuffle the grid by making a long sequence of
331 * randomly chosen moves.
332 */
81875211 333 total_moves = params->movetarget;
334 if (!total_moves)
060ba134 335 /* Add a random move to avoid parity issues. */
81875211 336 total_moves = w*h*n*n*2 + random_upto(rs, 2);
337
338 do {
060ba134 339 int *prevmoves;
340 int rw, rh; /* w/h of rotation centre space */
341
342 rw = w - n + 1;
343 rh = h - n + 1;
344 prevmoves = snewn(rw * rh, int);
345 for (i = 0; i < rw * rh; i++)
346 prevmoves[i] = 0;
81875211 347
348 for (i = 0; i < total_moves; i++) {
060ba134 349 int x, y, r, oldtotal, newtotal, dx, dy;
81875211 350
351 do {
352 x = random_upto(rs, w - n + 1);
353 y = random_upto(rs, h - n + 1);
060ba134 354 r = 2 * random_upto(rs, 2) - 1;
355
356 /*
357 * See if any previous rotations has happened at
358 * this point which nothing has overlapped since.
359 * If so, ensure we haven't either undone a
360 * previous move or repeated one so many times that
361 * it turns into fewer moves in the inverse
362 * direction (i.e. three identical rotations).
363 */
364 oldtotal = prevmoves[y*rw+x];
365 newtotal = oldtotal + r;
291edf3e 366
367 /*
368 * Special case here for w==h==n, in which case
369 * there is actually no way to _avoid_ all moves
370 * repeating or undoing previous ones.
371 */
372 } while ((w != n || h != n) &&
373 (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2));
060ba134 374
375 do_rotate(grid, w, h, n, params->orientable, x, y, r);
81875211 376
377 /*
060ba134 378 * Log the rotation we've just performed at this point,
379 * for inversion detection in the next move.
380 *
381 * Also zero a section of the prevmoves array, because
382 * any rotation area which _overlaps_ this one is now
383 * entirely safe to perform further moves in.
384 *
385 * Two rotation areas overlap if their top left
386 * coordinates differ by strictly less than n in both
387 * directions
81875211 388 */
060ba134 389 prevmoves[y*rw+x] += r;
390 for (dy = -n+1; dy <= n-1; dy++) {
391 if (y + dy < 0 || y + dy >= rh)
392 continue;
393 for (dx = -n+1; dx <= n-1; dx++) {
394 if (x + dx < 0 || x + dx >= rw)
395 continue;
396 if (dx == 0 && dy == 0)
397 continue;
398 prevmoves[(y+dy)*rw+(x+dx)] = 0;
399 }
81875211 400 }
401 }
060ba134 402
403 sfree(prevmoves);
404
81875211 405 } while (grid_complete(grid, wh, params->orientable));
9038fd11 406
407 /*
1185e3c5 408 * Now construct the game description, by describing the grid
409 * as a simple sequence of integers. They're comma-separated,
410 * unless the puzzle is orientable in which case they're
411 * separated by orientation letters `u', `d', `l' and `r'.
9038fd11 412 */
413 ret = NULL;
414 retlen = 0;
415 for (i = 0; i < wh; i++) {
416 char buf[80];
417 int k;
418
30861651 419 k = sprintf(buf, "%d%c", grid[i] / 4,
ab53eb64 420 (char)(params->orientable ? "uldr"[grid[i] & 3] : ','));
9038fd11 421
422 ret = sresize(ret, retlen + k + 1, char);
423 strcpy(ret + retlen, buf);
424 retlen += k;
425 }
30861651 426 if (!params->orientable)
427 ret[retlen-1] = '\0'; /* delete last comma */
9038fd11 428
429 sfree(grid);
430 return ret;
431}
432
1185e3c5 433static char *validate_desc(game_params *params, char *desc)
9038fd11 434{
72c15821 435 char *p;
9038fd11 436 int w = params->w, h = params->h, wh = w*h;
437 int i;
438
1185e3c5 439 p = desc;
9038fd11 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
dafd6cf6 462static game_state *new_game(midend *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;
a440f184 474 state->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
502static 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;
9038fd11 517
518 ret->grid = snewn(ret->w * ret->h, int);
519 memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int));
520
521 return ret;
522}
523
524static void free_game(game_state *state)
525{
526 sfree(state->grid);
527 sfree(state);
528}
529
2ac6d24e 530static int compare_int(const void *av, const void *bv)
531{
532 const int *a = (const int *)av;
533 const int *b = (const int *)bv;
534 if (*a < *b)
535 return -1;
536 else if (*a > *b)
537 return +1;
538 else
539 return 0;
540}
541
df11cd4e 542static char *solve_game(game_state *state, game_state *currstate,
c566778e 543 char *aux, char **error)
2ac6d24e 544{
df11cd4e 545 return dupstr("S");
2ac6d24e 546}
547
fa3abef5 548static int game_can_format_as_text_now(game_params *params)
549{
550 return TRUE;
551}
552
9b4b03d3 553static char *game_text_format(game_state *state)
554{
af52394e 555 char *ret, *p, buf[80];
556 int i, x, y, col, o, maxlen;
557
558 /*
559 * First work out how many characters we need to display each
560 * number. We're pretty flexible on grid contents here, so we
561 * have to scan the entire grid.
562 */
563 col = 0;
564 for (i = 0; i < state->w * state->h; i++) {
565 x = sprintf(buf, "%d", state->grid[i] / 4);
566 if (col < x) col = x;
567 }
568 o = (state->orientable ? 1 : 0);
569
570 /*
571 * Now we know the exact total size of the grid we're going to
572 * produce: it's got h rows, each containing w lots of col+o,
573 * w-1 spaces and a trailing newline.
574 */
575 maxlen = state->h * state->w * (col+o+1);
576
48a10826 577 ret = snewn(maxlen+1, char);
af52394e 578 p = ret;
579
580 for (y = 0; y < state->h; y++) {
581 for (x = 0; x < state->w; x++) {
582 int v = state->grid[state->w*y+x];
583 sprintf(buf, "%*d", col, v/4);
584 memcpy(p, buf, col);
585 p += col;
586 if (o)
587 *p++ = "^<v>"[v & 3];
588 if (x+1 == state->w)
589 *p++ = '\n';
590 else
591 *p++ = ' ';
592 }
593 }
594
595 assert(p - ret == maxlen);
596 *p = '\0';
597 return ret;
9b4b03d3 598}
599
5c6659fd 600struct game_ui {
601 int cur_x, cur_y;
602 int cur_visible;
603};
604
9038fd11 605static game_ui *new_ui(game_state *state)
606{
5c6659fd 607 game_ui *ui = snew(game_ui);
608
609 ui->cur_x = 0;
610 ui->cur_y = 0;
611 ui->cur_visible = FALSE;
612
613 return ui;
9038fd11 614}
615
616static void free_ui(game_ui *ui)
617{
5c6659fd 618 sfree(ui);
9038fd11 619}
620
844f605f 621static char *encode_ui(game_ui *ui)
ae8290c6 622{
623 return NULL;
624}
625
844f605f 626static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 627{
628}
629
07dfb697 630static void game_changed_state(game_ui *ui, game_state *oldstate,
631 game_state *newstate)
632{
633}
634
1e3e152d 635struct game_drawstate {
636 int started;
637 int w, h, bgcolour;
638 int *grid;
639 int tilesize;
5c6659fd 640 int cur_x, cur_y;
1e3e152d 641};
642
e1f3c707 643static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
df11cd4e 644 int x, int y, int button)
9038fd11 645{
df11cd4e 646 int w = state->w, h = state->h, n = state->n /* , wh = w*h */;
647 char buf[80];
9038fd11 648 int dir;
649
f0ee053c 650 button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
651
5c6659fd 652 if (IS_CURSOR_MOVE(button)) {
653 if (button == CURSOR_LEFT && ui->cur_x > 0)
654 ui->cur_x--;
655 if (button == CURSOR_RIGHT && (ui->cur_x+n) < (w))
656 ui->cur_x++;
657 if (button == CURSOR_UP && ui->cur_y > 0)
658 ui->cur_y--;
659 if (button == CURSOR_DOWN && (ui->cur_y+n) < (h))
660 ui->cur_y++;
661 ui->cur_visible = 1;
662 return "";
663 }
664
9038fd11 665 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
666 /*
667 * Determine the coordinates of the click. We offset by n-1
668 * half-blocks so that the user must click at the centre of
669 * a rotation region rather than at the corner.
670 */
671 x -= (n-1) * TILE_SIZE / 2;
672 y -= (n-1) * TILE_SIZE / 2;
673 x = FROMCOORD(x);
674 y = FROMCOORD(y);
a96666e4 675 dir = (button == LEFT_BUTTON ? 1 : -1);
676 if (x < 0 || x > w-n || y < 0 || y > h-n)
9038fd11 677 return NULL;
5c6659fd 678 ui->cur_visible = 0;
679 } else if (IS_CURSOR_SELECT(button)) {
680 if (ui->cur_visible) {
681 x = ui->cur_x;
682 y = ui->cur_y;
683 dir = (button == CURSOR_SELECT2) ? -1 : +1;
684 } else {
685 ui->cur_visible = 1;
686 return "";
687 }
a96666e4 688 } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
689 x = y = 0;
690 dir = (button == 'A' ? -1 : +1);
691 } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') {
692 x = w-n;
693 y = 0;
694 dir = (button == 'B' ? -1 : +1);
695 } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') {
696 x = 0;
697 y = h-n;
698 dir = (button == 'C' ? -1 : +1);
699 } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') {
700 x = w-n;
701 y = h-n;
702 dir = (button == 'D' ? -1 : +1);
703 } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) {
704 x = (w-n) / 2;
705 y = 0;
706 dir = +1;
707 } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) {
708 x = (w-n) / 2;
709 y = h-n;
710 dir = +1;
711 } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) {
712 x = 0;
713 y = (h-n) / 2;
714 dir = +1;
715 } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) {
716 x = w-n;
717 y = (h-n) / 2;
718 dir = +1;
719 } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){
720 x = (w-n) / 2;
721 y = (h-n) / 2;
722 dir = +1;
723 } else {
724 return NULL; /* no move to be made */
725 }
9038fd11 726
a96666e4 727 /*
df11cd4e 728 * If we reach here, we have a valid move.
a96666e4 729 */
df11cd4e 730 sprintf(buf, "M%d,%d,%d", x, y, dir);
731 return dupstr(buf);
732}
733
734static game_state *execute_move(game_state *from, char *move)
735{
736 game_state *ret;
737 int w = from->w, h = from->h, n = from->n, wh = w*h;
738 int x, y, dir;
739
740 if (!strcmp(move, "S")) {
741 int i;
742 ret = dup_game(from);
743
744 /*
745 * Simply replace the grid with a solved one. For this game,
746 * this isn't a useful operation for actually telling the user
747 * what they should have done, but it is useful for
748 * conveniently being able to get hold of a clean state from
749 * which to practise manoeuvres.
750 */
751 qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
752 for (i = 0; i < ret->w*ret->h; i++)
753 ret->grid[i] &= ~3;
a440f184 754 ret->used_solve = TRUE;
df11cd4e 755 ret->completed = ret->movecount = 1;
756
757 return ret;
758 }
759
760 if (move[0] != 'M' ||
761 sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 ||
762 x < 0 || y < 0 || x > from->w - n || y > from->h - n)
763 return NULL; /* can't parse this move string */
764
a96666e4 765 ret = dup_game(from);
a96666e4 766 ret->movecount++;
767 do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir);
768 ret->lastx = x;
769 ret->lasty = y;
770 ret->lastr = dir;
9038fd11 771
a96666e4 772 /*
773 * See if the game has been completed. To do this we simply
774 * test that the grid contents are in increasing order.
775 */
776 if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable))
777 ret->completed = ret->movecount;
778 return ret;
9038fd11 779}
780
781/* ----------------------------------------------------------------------
782 * Drawing routines.
783 */
784
1f3ee4ee 785static void game_compute_size(game_params *params, int tilesize,
786 int *x, int *y)
9038fd11 787{
1f3ee4ee 788 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
789 struct { int tilesize; } ads, *ds = &ads;
790 ads.tilesize = tilesize;
1e3e152d 791
9038fd11 792 *x = TILE_SIZE * params->w + 2 * BORDER;
793 *y = TILE_SIZE * params->h + 2 * BORDER;
794}
795
dafd6cf6 796static void game_set_size(drawing *dr, game_drawstate *ds,
797 game_params *params, int tilesize)
1f3ee4ee 798{
799 ds->tilesize = tilesize;
800}
801
8266f3fc 802static float *game_colours(frontend *fe, int *ncolours)
9038fd11 803{
804 float *ret = snewn(3 * NCOLOURS, float);
805 int i;
9038fd11 806
937a9eff 807 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
9038fd11 808
5c6659fd 809 /* cursor is light-background with a red tinge. */
810 ret[COL_HIGHCURSOR * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.0F;
811 ret[COL_HIGHCURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.5F;
812 ret[COL_HIGHCURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.5F;
813
9038fd11 814 for (i = 0; i < 3; i++) {
9038fd11 815 ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F;
9038fd11 816 ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F;
817 ret[COL_TEXT * 3 + i] = 0.0;
5c6659fd 818 ret[COL_LOWCURSOR * 3 + i] = ret[COL_HIGHCURSOR * 3 + i] * 0.6F;
9038fd11 819 }
820
821 *ncolours = NCOLOURS;
822 return ret;
823}
824
dafd6cf6 825static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
9038fd11 826{
827 struct game_drawstate *ds = snew(struct game_drawstate);
828 int i;
829
830 ds->started = FALSE;
831 ds->w = state->w;
832 ds->h = state->h;
833 ds->bgcolour = COL_BACKGROUND;
834 ds->grid = snewn(ds->w*ds->h, int);
1e3e152d 835 ds->tilesize = 0; /* haven't decided yet */
9038fd11 836 for (i = 0; i < ds->w*ds->h; i++)
837 ds->grid[i] = -1;
5c6659fd 838 ds->cur_x = ds->cur_y = -state->n;
9038fd11 839
840 return ds;
841}
842
dafd6cf6 843static void game_free_drawstate(drawing *dr, game_drawstate *ds)
9038fd11 844{
ab53eb64 845 sfree(ds->grid);
9038fd11 846 sfree(ds);
847}
848
849struct rotation {
850 int cx, cy, cw, ch; /* clip region */
851 int ox, oy; /* rotation origin */
852 float c, s; /* cos and sin of rotation angle */
853 int lc, rc, tc, bc; /* colours of tile edges */
854};
855
856static void rotate(int *xy, struct rotation *rot)
857{
858 if (rot) {
5c6659fd 859 float xf = (float)xy[0] - rot->ox, yf = (float)xy[1] - rot->oy;
9038fd11 860 float xf2, yf2;
861
862 xf2 = rot->c * xf + rot->s * yf;
863 yf2 = - rot->s * xf + rot->c * yf;
864
5c6659fd 865 xy[0] = (int)(xf2 + rot->ox + 0.5); /* round to nearest */
866 xy[1] = (int)(yf2 + rot->oy + 0.5); /* round to nearest */
9038fd11 867 }
868}
869
5c6659fd 870#define CUR_TOP 1
871#define CUR_RIGHT 2
872#define CUR_BOTTOM 4
873#define CUR_LEFT 8
874
dafd6cf6 875static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
1e3e152d 876 int x, int y, int tile, int flash_colour,
5c6659fd 877 struct rotation *rot, unsigned cedges)
9038fd11 878{
879 int coords[8];
880 char str[40];
881
0551ee6b 882 /*
883 * If we've been passed a rotation region but we're drawing a
884 * tile which is outside it, we must draw it normally. This can
885 * occur if we're cleaning up after a completion flash while a
886 * new move is also being made.
887 */
888 if (rot && (x < rot->cx || y < rot->cy ||
daaccee8 889 x >= rot->cx+rot->cw || y >= rot->cy+rot->ch))
0551ee6b 890 rot = NULL;
891
9038fd11 892 if (rot)
dafd6cf6 893 clip(dr, rot->cx, rot->cy, rot->cw, rot->ch);
9038fd11 894
895 /*
896 * We must draw each side of the tile's highlight separately,
897 * because in some cases (during rotation) they will all need
898 * to be different colours.
899 */
900
901 /* The centre point is common to all sides. */
902 coords[4] = x + TILE_SIZE / 2;
903 coords[5] = y + TILE_SIZE / 2;
904 rotate(coords+4, rot);
905
906 /* Right side. */
907 coords[0] = x + TILE_SIZE - 1;
908 coords[1] = y + TILE_SIZE - 1;
909 rotate(coords+0, rot);
910 coords[2] = x + TILE_SIZE - 1;
911 coords[3] = y;
912 rotate(coords+2, rot);
dafd6cf6 913 draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
5c6659fd 914 rot ? rot->rc : (cedges & CUR_RIGHT) ? COL_LOWCURSOR : COL_LOWLIGHT);
9038fd11 915
916 /* Bottom side. */
917 coords[2] = x;
918 coords[3] = y + TILE_SIZE - 1;
919 rotate(coords+2, rot);
dafd6cf6 920 draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
5c6659fd 921 rot ? rot->bc : (cedges & CUR_BOTTOM) ? COL_LOWCURSOR : COL_LOWLIGHT);
9038fd11 922
923 /* Left side. */
924 coords[0] = x;
925 coords[1] = y;
926 rotate(coords+0, rot);
dafd6cf6 927 draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
5c6659fd 928 rot ? rot->lc : (cedges & CUR_LEFT) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
9038fd11 929
930 /* Top side. */
931 coords[2] = x + TILE_SIZE - 1;
932 coords[3] = y;
933 rotate(coords+2, rot);
dafd6cf6 934 draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
5c6659fd 935 rot ? rot->tc : (cedges & CUR_TOP) ? COL_HIGHCURSOR : COL_HIGHLIGHT);
9038fd11 936
a3631c72 937 /*
938 * Now the main blank area in the centre of the tile.
939 */
9038fd11 940 if (rot) {
941 coords[0] = x + HIGHLIGHT_WIDTH;
942 coords[1] = y + HIGHLIGHT_WIDTH;
943 rotate(coords+0, rot);
944 coords[2] = x + HIGHLIGHT_WIDTH;
945 coords[3] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
946 rotate(coords+2, rot);
947 coords[4] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
948 coords[5] = y + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
949 rotate(coords+4, rot);
950 coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
951 coords[7] = y + HIGHLIGHT_WIDTH;
952 rotate(coords+6, rot);
dafd6cf6 953 draw_polygon(dr, coords, 4, flash_colour, flash_colour);
9038fd11 954 } else {
dafd6cf6 955 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
9038fd11 956 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
957 flash_colour);
958 }
959
a3631c72 960 /*
4b24f582 961 * Next, the triangles for orientation.
a3631c72 962 */
963 if (state->orientable) {
d50832a3 964 int xdx, xdy, ydx, ydy;
965 int cx, cy, displ, displ2;
a3631c72 966 switch (tile & 3) {
967 case 0:
d50832a3 968 xdx = 1, xdy = 0;
969 ydx = 0, ydy = 1;
a3631c72 970 break;
971 case 1:
d50832a3 972 xdx = 0, xdy = -1;
973 ydx = 1, ydy = 0;
a3631c72 974 break;
975 case 2:
d50832a3 976 xdx = -1, xdy = 0;
977 ydx = 0, ydy = -1;
a3631c72 978 break;
979 default /* case 3 */:
d50832a3 980 xdx = 0, xdy = 1;
981 ydx = -1, ydy = 0;
a3631c72 982 break;
983 }
984
d50832a3 985 cx = x + TILE_SIZE / 2;
986 cy = y + TILE_SIZE / 2;
987 displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
988 displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
a3631c72 989
30861651 990 coords[0] = cx - displ * xdx + displ2 * ydx;
991 coords[1] = cy - displ * xdy + displ2 * ydy;
a3631c72 992 rotate(coords+0, rot);
30861651 993 coords[2] = cx + displ * xdx + displ2 * ydx;
994 coords[3] = cy + displ * xdy + displ2 * ydy;
a3631c72 995 rotate(coords+2, rot);
30861651 996 coords[4] = cx - displ * ydx;
997 coords[5] = cy - displ * ydy;
a3631c72 998 rotate(coords+4, rot);
dafd6cf6 999 draw_polygon(dr, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE);
a3631c72 1000 }
1001
9038fd11 1002 coords[0] = x + TILE_SIZE/2;
1003 coords[1] = y + TILE_SIZE/2;
1004 rotate(coords+0, rot);
a3631c72 1005 sprintf(str, "%d", tile / 4);
dafd6cf6 1006 draw_text(dr, coords[0], coords[1],
9038fd11 1007 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
1008 COL_TEXT, str);
1009
1010 if (rot)
dafd6cf6 1011 unclip(dr);
9038fd11 1012
dafd6cf6 1013 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
9038fd11 1014}
1015
1016static int highlight_colour(float angle)
1017{
1018 int colours[32] = {
1019 COL_LOWLIGHT,
1020 COL_LOWLIGHT_GENTLE,
1021 COL_LOWLIGHT_GENTLE,
1022 COL_LOWLIGHT_GENTLE,
1023 COL_HIGHLIGHT_GENTLE,
1024 COL_HIGHLIGHT_GENTLE,
1025 COL_HIGHLIGHT_GENTLE,
1026 COL_HIGHLIGHT,
1027 COL_HIGHLIGHT,
1028 COL_HIGHLIGHT,
1029 COL_HIGHLIGHT,
1030 COL_HIGHLIGHT,
1031 COL_HIGHLIGHT,
1032 COL_HIGHLIGHT,
1033 COL_HIGHLIGHT,
1034 COL_HIGHLIGHT,
1035 COL_HIGHLIGHT,
1036 COL_HIGHLIGHT_GENTLE,
1037 COL_HIGHLIGHT_GENTLE,
1038 COL_HIGHLIGHT_GENTLE,
1039 COL_LOWLIGHT_GENTLE,
1040 COL_LOWLIGHT_GENTLE,
1041 COL_LOWLIGHT_GENTLE,
1042 COL_LOWLIGHT,
1043 COL_LOWLIGHT,
1044 COL_LOWLIGHT,
1045 COL_LOWLIGHT,
1046 COL_LOWLIGHT,
1047 COL_LOWLIGHT,
1048 COL_LOWLIGHT,
1049 COL_LOWLIGHT,
1050 COL_LOWLIGHT,
1051 };
1052
1053 return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
1054}
1055
1056static float game_anim_length(game_state *oldstate, game_state *newstate,
e3f21163 1057 int dir, game_ui *ui)
9038fd11 1058{
47a46323 1059 return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1));
9038fd11 1060}
1061
1062static float game_flash_length(game_state *oldstate, game_state *newstate,
e3f21163 1063 int dir, game_ui *ui)
9038fd11 1064{
2ac6d24e 1065 if (!oldstate->completed && newstate->completed &&
1066 !oldstate->used_solve && !newstate->used_solve)
9038fd11 1067 return 2 * FLASH_FRAME;
1068 else
1069 return 0.0F;
1070}
1071
1cea529f 1072static int game_status(game_state *state)
4496362f 1073{
1cea529f 1074 return state->completed ? +1 : 0;
4496362f 1075}
1076
dafd6cf6 1077static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
9038fd11 1078 game_state *state, int dir, game_ui *ui,
1079 float animtime, float flashtime)
1080{
1081 int i, bgcolour;
1082 struct rotation srot, *rot;
1083 int lastx = -1, lasty = -1, lastr = -1;
5c6659fd 1084 int cx, cy, cmoved = 0, n = state->n;
1085
1086 cx = ui->cur_visible ? ui->cur_x : -state->n;
1087 cy = ui->cur_visible ? ui->cur_y : -state->n;
1088 if (cx != ds->cur_x || cy != ds->cur_y)
1089 cmoved = 1;
9038fd11 1090
1091 if (flashtime > 0) {
1092 int frame = (int)(flashtime / FLASH_FRAME);
1093 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1094 } else
1095 bgcolour = COL_BACKGROUND;
1096
1097 if (!ds->started) {
19f24306 1098 int coords[10];
9038fd11 1099
dafd6cf6 1100 draw_rect(dr, 0, 0,
9038fd11 1101 TILE_SIZE * state->w + 2 * BORDER,
1102 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
dafd6cf6 1103 draw_update(dr, 0, 0,
9038fd11 1104 TILE_SIZE * state->w + 2 * BORDER,
1105 TILE_SIZE * state->h + 2 * BORDER);
1106
1107 /*
1108 * Recessed area containing the whole puzzle.
1109 */
1110 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
1111 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
1112 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
1113 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
19f24306 1114 coords[4] = coords[2] - TILE_SIZE;
1115 coords[5] = coords[3] + TILE_SIZE;
1116 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
1117 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
1118 coords[6] = coords[8] + TILE_SIZE;
1119 coords[7] = coords[9] - TILE_SIZE;
dafd6cf6 1120 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
9038fd11 1121
1122 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
1123 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
dafd6cf6 1124 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
9038fd11 1125
1126 ds->started = TRUE;
1127 }
1128
1129 /*
1130 * If we're drawing any rotated tiles, sort out the rotation
1131 * parameters, and also zap the rotation region to the
1132 * background colour before doing anything else.
1133 */
1134 if (oldstate) {
1135 float angle;
e3f21163 1136 float anim_max = game_anim_length(oldstate, state, dir, ui);
9038fd11 1137
1138 if (dir > 0) {
1139 lastx = state->lastx;
1140 lasty = state->lasty;
1141 lastr = state->lastr;
1142 } else {
1143 lastx = oldstate->lastx;
1144 lasty = oldstate->lasty;
1145 lastr = -oldstate->lastr;
1146 }
1147
1148 rot = &srot;
1149 rot->cx = COORD(lastx);
1150 rot->cy = COORD(lasty);
1151 rot->cw = rot->ch = TILE_SIZE * state->n;
1152 rot->ox = rot->cx + rot->cw/2;
1153 rot->oy = rot->cy + rot->ch/2;
5c6659fd 1154 angle = (float)((-PI/2 * lastr) * (1.0 - animtime / anim_max));
1155 rot->c = (float)cos(angle);
1156 rot->s = (float)sin(angle);
9038fd11 1157
1158 /*
1159 * Sort out the colours of the various sides of the tile.
1160 */
5c6659fd 1161 rot->lc = highlight_colour((float)PI + angle);
9038fd11 1162 rot->rc = highlight_colour(angle);
5c6659fd 1163 rot->tc = highlight_colour((float)(PI/2.0) + angle);
1164 rot->bc = highlight_colour((float)(-PI/2.0) + angle);
9038fd11 1165
dafd6cf6 1166 draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour);
9038fd11 1167 } else
1168 rot = NULL;
1169
1170 /*
1171 * Now draw each tile.
1172 */
1173 for (i = 0; i < state->w * state->h; i++) {
5c6659fd 1174 int t, cc = 0;
9038fd11 1175 int tx = i % state->w, ty = i / state->w;
1176
1177 /*
1178 * Figure out what should be displayed at this location.
1179 * Usually it will be state->grid[i], unless we're in the
1180 * middle of animating an actual rotation and this cell is
1181 * within the rotation region, in which case we set -1
1182 * (always display).
1183 */
1184 if (oldstate && lastx >= 0 && lasty >= 0 &&
1185 tx >= lastx && tx < lastx + state->n &&
1186 ty >= lasty && ty < lasty + state->n)
1187 t = -1;
1188 else
1189 t = state->grid[i];
1190
5c6659fd 1191 if (cmoved) {
1192 /* cursor has moved (or changed visibility)... */
1193 if (tx == cx || tx == cx+n-1 || ty == cy || ty == cy+n-1)
1194 cc = 1; /* ...we're on new cursor, redraw */
1195 if (tx == ds->cur_x || tx == ds->cur_x+n-1 ||
1196 ty == ds->cur_y || ty == ds->cur_y+n-1)
1197 cc = 1; /* ...we were on old cursor, redraw */
1198 }
1199
9038fd11 1200 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
5c6659fd 1201 ds->grid[i] != t || ds->grid[i] == -1 || t == -1 || cc) {
9038fd11 1202 int x = COORD(tx), y = COORD(ty);
5c6659fd 1203 unsigned cedges = 0;
1204
1205 if (tx == cx && ty >= cy && ty <= cy+n-1) cedges |= CUR_LEFT;
1206 if (ty == cy && tx >= cx && tx <= cx+n-1) cedges |= CUR_TOP;
1207 if (tx == cx+n-1 && ty >= cy && ty <= cy+n-1) cedges |= CUR_RIGHT;
1208 if (ty == cy+n-1 && tx >= cx && tx <= cx+n-1) cedges |= CUR_BOTTOM;
9038fd11 1209
5c6659fd 1210 draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot, cedges);
9038fd11 1211 ds->grid[i] = t;
1212 }
1213 }
1214 ds->bgcolour = bgcolour;
5c6659fd 1215 ds->cur_x = cx; ds->cur_y = cy;
9038fd11 1216
1217 /*
1218 * Update the status bar.
1219 */
1220 {
1221 char statusbuf[256];
1222
1223 /*
1224 * Don't show the new status until we're also showing the
1225 * new _state_ - after the game animation is complete.
1226 */
1227 if (oldstate)
1228 state = oldstate;
1229
2ac6d24e 1230 if (state->used_solve)
1231 sprintf(statusbuf, "Moves since auto-solve: %d",
1232 state->movecount - state->completed);
81875211 1233 else {
2ac6d24e 1234 sprintf(statusbuf, "%sMoves: %d",
1235 (state->completed ? "COMPLETED! " : ""),
1236 (state->completed ? state->completed : state->movecount));
81875211 1237 if (state->movetarget)
1238 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
1239 state->movetarget);
1240 }
9038fd11 1241
dafd6cf6 1242 status_bar(dr, statusbuf);
9038fd11 1243 }
1244}
1245
4d08de49 1246static int game_timing_state(game_state *state, game_ui *ui)
48dcdd62 1247{
1248 return TRUE;
1249}
1250
dafd6cf6 1251static void game_print_size(game_params *params, float *x, float *y)
1252{
1253}
1254
1255static void game_print(drawing *dr, game_state *state, int tilesize)
1256{
1257}
1258
9038fd11 1259#ifdef COMBINED
1260#define thegame twiddle
1261#endif
1262
1263const struct game thegame = {
750037d7 1264 "Twiddle", "games.twiddle", "twiddle",
9038fd11 1265 default_params,
1266 game_fetch_preset,
1267 decode_params,
1268 encode_params,
1269 free_params,
1270 dup_params,
1d228b10 1271 TRUE, game_configure, custom_params,
9038fd11 1272 validate_params,
1185e3c5 1273 new_game_desc,
1185e3c5 1274 validate_desc,
9038fd11 1275 new_game,
1276 dup_game,
1277 free_game,
2ac6d24e 1278 TRUE, solve_game,
fa3abef5 1279 TRUE, game_can_format_as_text_now, game_text_format,
9038fd11 1280 new_ui,
1281 free_ui,
ae8290c6 1282 encode_ui,
1283 decode_ui,
07dfb697 1284 game_changed_state,
df11cd4e 1285 interpret_move,
1286 execute_move,
1f3ee4ee 1287 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
9038fd11 1288 game_colours,
1289 game_new_drawstate,
1290 game_free_drawstate,
1291 game_redraw,
1292 game_anim_length,
1293 game_flash_length,
1cea529f 1294 game_status,
dafd6cf6 1295 FALSE, FALSE, game_print_size, game_print,
ac9f41c4 1296 TRUE, /* wants_statusbar */
48dcdd62 1297 FALSE, game_timing_state,
2705d374 1298 0, /* flags */
9038fd11 1299};
5c6659fd 1300
1301/* vim: set shiftwidth=4 tabstop=8: */