All the games in this collection have always defined their graphics
[sgt/puzzles] / fifteen.c
1 /*
2 * fifteen.c: standard 15-puzzle.
3 */
4
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <assert.h>
9 #include <ctype.h>
10 #include <math.h>
11
12 #include "puzzles.h"
13
14 #define PREFERRED_TILE_SIZE 48
15 #define TILE_SIZE (ds->tilesize)
16 #define BORDER (TILE_SIZE / 2)
17 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
18 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
19 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
20
21 #define ANIM_TIME 0.13F
22 #define FLASH_FRAME 0.13F
23
24 #define X(state, i) ( (i) % (state)->w )
25 #define Y(state, i) ( (i) / (state)->w )
26 #define C(state, x, y) ( (y) * (state)->w + (x) )
27
28 enum {
29 COL_BACKGROUND,
30 COL_TEXT,
31 COL_HIGHLIGHT,
32 COL_LOWLIGHT,
33 NCOLOURS
34 };
35
36 struct game_params {
37 int w, h;
38 };
39
40 struct game_state {
41 int w, h, n;
42 int *tiles;
43 int gap_pos;
44 int completed;
45 int just_used_solve; /* used to suppress undo animation */
46 int used_solve; /* used to suppress completion flash */
47 int movecount;
48 };
49
50 static game_params *default_params(void)
51 {
52 game_params *ret = snew(game_params);
53
54 ret->w = ret->h = 4;
55
56 return ret;
57 }
58
59 static int game_fetch_preset(int i, char **name, game_params **params)
60 {
61 return FALSE;
62 }
63
64 static void free_params(game_params *params)
65 {
66 sfree(params);
67 }
68
69 static game_params *dup_params(game_params *params)
70 {
71 game_params *ret = snew(game_params);
72 *ret = *params; /* structure copy */
73 return ret;
74 }
75
76 static void decode_params(game_params *ret, char const *string)
77 {
78 ret->w = ret->h = atoi(string);
79 while (*string && isdigit(*string)) string++;
80 if (*string == 'x') {
81 string++;
82 ret->h = atoi(string);
83 }
84 }
85
86 static char *encode_params(game_params *params, int full)
87 {
88 char data[256];
89
90 sprintf(data, "%dx%d", params->w, params->h);
91
92 return dupstr(data);
93 }
94
95 static config_item *game_configure(game_params *params)
96 {
97 config_item *ret;
98 char buf[80];
99
100 ret = snewn(3, config_item);
101
102 ret[0].name = "Width";
103 ret[0].type = C_STRING;
104 sprintf(buf, "%d", params->w);
105 ret[0].sval = dupstr(buf);
106 ret[0].ival = 0;
107
108 ret[1].name = "Height";
109 ret[1].type = C_STRING;
110 sprintf(buf, "%d", params->h);
111 ret[1].sval = dupstr(buf);
112 ret[1].ival = 0;
113
114 ret[2].name = NULL;
115 ret[2].type = C_END;
116 ret[2].sval = NULL;
117 ret[2].ival = 0;
118
119 return ret;
120 }
121
122 static game_params *custom_params(config_item *cfg)
123 {
124 game_params *ret = snew(game_params);
125
126 ret->w = atoi(cfg[0].sval);
127 ret->h = atoi(cfg[1].sval);
128
129 return ret;
130 }
131
132 static char *validate_params(game_params *params)
133 {
134 if (params->w < 2 || params->h < 2)
135 return "Width and height must both be at least two";
136
137 return NULL;
138 }
139
140 static int perm_parity(int *perm, int n)
141 {
142 int i, j, ret;
143
144 ret = 0;
145
146 for (i = 0; i < n-1; i++)
147 for (j = i+1; j < n; j++)
148 if (perm[i] > perm[j])
149 ret = !ret;
150
151 return ret;
152 }
153
154 static char *new_game_desc(game_params *params, random_state *rs,
155 game_aux_info **aux, int interactive)
156 {
157 int gap, n, i, x;
158 int x1, x2, p1, p2, parity;
159 int *tiles, *used;
160 char *ret;
161 int retlen;
162
163 n = params->w * params->h;
164
165 tiles = snewn(n, int);
166 used = snewn(n, int);
167
168 for (i = 0; i < n; i++) {
169 tiles[i] = -1;
170 used[i] = FALSE;
171 }
172
173 gap = random_upto(rs, n);
174 tiles[gap] = 0;
175 used[0] = TRUE;
176
177 /*
178 * Place everything else except the last two tiles.
179 */
180 for (x = 0, i = n-1; i > 2; i--) {
181 int k = random_upto(rs, i);
182 int j;
183
184 for (j = 0; j < n; j++)
185 if (!used[j] && (k-- == 0))
186 break;
187
188 assert(j < n && !used[j]);
189 used[j] = TRUE;
190
191 while (tiles[x] >= 0)
192 x++;
193 assert(x < n);
194 tiles[x] = j;
195 }
196
197 /*
198 * Find the last two locations, and the last two pieces.
199 */
200 while (tiles[x] >= 0)
201 x++;
202 assert(x < n);
203 x1 = x;
204 x++;
205 while (tiles[x] >= 0)
206 x++;
207 assert(x < n);
208 x2 = x;
209
210 for (i = 0; i < n; i++)
211 if (!used[i])
212 break;
213 p1 = i;
214 for (i = p1+1; i < n; i++)
215 if (!used[i])
216 break;
217 p2 = i;
218
219 /*
220 * Determine the required parity of the overall permutation.
221 * This is the XOR of:
222 *
223 * - The chessboard parity ((x^y)&1) of the gap square. The
224 * bottom right counts as even.
225 *
226 * - The parity of n. (The target permutation is 1,...,n-1,0
227 * rather than 0,...,n-1; this is a cyclic permutation of
228 * the starting point and hence is odd iff n is even.)
229 */
230 parity = ((X(params, gap) - (params->w-1)) ^
231 (Y(params, gap) - (params->h-1)) ^
232 (n+1)) & 1;
233
234 /*
235 * Try the last two tiles one way round. If that fails, swap
236 * them.
237 */
238 tiles[x1] = p1;
239 tiles[x2] = p2;
240 if (perm_parity(tiles, n) != parity) {
241 tiles[x1] = p2;
242 tiles[x2] = p1;
243 assert(perm_parity(tiles, n) == parity);
244 }
245
246 /*
247 * Now construct the game description, by describing the tile
248 * array as a simple sequence of comma-separated integers.
249 */
250 ret = NULL;
251 retlen = 0;
252 for (i = 0; i < n; i++) {
253 char buf[80];
254 int k;
255
256 k = sprintf(buf, "%d,", tiles[i]);
257
258 ret = sresize(ret, retlen + k + 1, char);
259 strcpy(ret + retlen, buf);
260 retlen += k;
261 }
262 ret[retlen-1] = '\0'; /* delete last comma */
263
264 sfree(tiles);
265 sfree(used);
266
267 return ret;
268 }
269
270 static void game_free_aux_info(game_aux_info *aux)
271 {
272 assert(!"Shouldn't happen");
273 }
274
275 static char *validate_desc(game_params *params, char *desc)
276 {
277 char *p, *err;
278 int i, area;
279 int *used;
280
281 area = params->w * params->h;
282 p = desc;
283 err = NULL;
284
285 used = snewn(area, int);
286 for (i = 0; i < area; i++)
287 used[i] = FALSE;
288
289 for (i = 0; i < area; i++) {
290 char *q = p;
291 int n;
292
293 if (*p < '0' || *p > '9') {
294 err = "Not enough numbers in string";
295 goto leave;
296 }
297 while (*p >= '0' && *p <= '9')
298 p++;
299 if (i < area-1 && *p != ',') {
300 err = "Expected comma after number";
301 goto leave;
302 }
303 else if (i == area-1 && *p) {
304 err = "Excess junk at end of string";
305 goto leave;
306 }
307 n = atoi(q);
308 if (n < 0 || n >= area) {
309 err = "Number out of range";
310 goto leave;
311 }
312 if (used[n]) {
313 err = "Number used twice";
314 goto leave;
315 }
316 used[n] = TRUE;
317
318 if (*p) p++; /* eat comma */
319 }
320
321 leave:
322 sfree(used);
323 return err;
324 }
325
326 static game_state *new_game(midend_data *me, game_params *params, char *desc)
327 {
328 game_state *state = snew(game_state);
329 int i;
330 char *p;
331
332 state->w = params->w;
333 state->h = params->h;
334 state->n = params->w * params->h;
335 state->tiles = snewn(state->n, int);
336
337 state->gap_pos = 0;
338 p = desc;
339 i = 0;
340 for (i = 0; i < state->n; i++) {
341 assert(*p);
342 state->tiles[i] = atoi(p);
343 if (state->tiles[i] == 0)
344 state->gap_pos = i;
345 while (*p && *p != ',')
346 p++;
347 if (*p) p++; /* eat comma */
348 }
349 assert(!*p);
350 assert(state->tiles[state->gap_pos] == 0);
351
352 state->completed = state->movecount = 0;
353 state->used_solve = state->just_used_solve = FALSE;
354
355 return state;
356 }
357
358 static game_state *dup_game(game_state *state)
359 {
360 game_state *ret = snew(game_state);
361
362 ret->w = state->w;
363 ret->h = state->h;
364 ret->n = state->n;
365 ret->tiles = snewn(state->w * state->h, int);
366 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
367 ret->gap_pos = state->gap_pos;
368 ret->completed = state->completed;
369 ret->movecount = state->movecount;
370 ret->used_solve = state->used_solve;
371 ret->just_used_solve = state->just_used_solve;
372
373 return ret;
374 }
375
376 static void free_game(game_state *state)
377 {
378 sfree(state->tiles);
379 sfree(state);
380 }
381
382 static game_state *solve_game(game_state *state, game_aux_info *aux,
383 char **error)
384 {
385 game_state *ret = dup_game(state);
386 int i;
387
388 /*
389 * Simply replace the grid with a solved one. For this game,
390 * this isn't a useful operation for actually telling the user
391 * what they should have done, but it is useful for
392 * conveniently being able to get hold of a clean state from
393 * which to practise manoeuvres.
394 */
395 for (i = 0; i < ret->n; i++)
396 ret->tiles[i] = (i+1) % ret->n;
397 ret->gap_pos = ret->n-1;
398 ret->used_solve = ret->just_used_solve = TRUE;
399 ret->completed = ret->movecount = 1;
400
401 return ret;
402 }
403
404 static char *game_text_format(game_state *state)
405 {
406 char *ret, *p, buf[80];
407 int x, y, col, maxlen;
408
409 /*
410 * First work out how many characters we need to display each
411 * number.
412 */
413 col = sprintf(buf, "%d", state->n-1);
414
415 /*
416 * Now we know the exact total size of the grid we're going to
417 * produce: it's got h rows, each containing w lots of col, w-1
418 * spaces and a trailing newline.
419 */
420 maxlen = state->h * state->w * (col+1);
421
422 ret = snewn(maxlen+1, char);
423 p = ret;
424
425 for (y = 0; y < state->h; y++) {
426 for (x = 0; x < state->w; x++) {
427 int v = state->tiles[state->w*y+x];
428 if (v == 0)
429 sprintf(buf, "%*s", col, "");
430 else
431 sprintf(buf, "%*d", col, v);
432 memcpy(p, buf, col);
433 p += col;
434 if (x+1 == state->w)
435 *p++ = '\n';
436 else
437 *p++ = ' ';
438 }
439 }
440
441 assert(p - ret == maxlen);
442 *p = '\0';
443 return ret;
444 }
445
446 static game_ui *new_ui(game_state *state)
447 {
448 return NULL;
449 }
450
451 static void free_ui(game_ui *ui)
452 {
453 }
454
455 static void game_changed_state(game_ui *ui, game_state *oldstate,
456 game_state *newstate)
457 {
458 }
459
460 struct game_drawstate {
461 int started;
462 int w, h, bgcolour;
463 int *tiles;
464 int tilesize;
465 };
466
467 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
468 int x, int y, int button) {
469 int gx, gy, dx, dy, ux, uy, up, p;
470 game_state *ret;
471
472 button &= ~MOD_MASK;
473
474 gx = X(from, from->gap_pos);
475 gy = Y(from, from->gap_pos);
476
477 if (button == CURSOR_RIGHT && gx > 0)
478 dx = gx - 1, dy = gy;
479 else if (button == CURSOR_LEFT && gx < from->w-1)
480 dx = gx + 1, dy = gy;
481 else if (button == CURSOR_DOWN && gy > 0)
482 dy = gy - 1, dx = gx;
483 else if (button == CURSOR_UP && gy < from->h-1)
484 dy = gy + 1, dx = gx;
485 else if (button == LEFT_BUTTON) {
486 dx = FROMCOORD(x);
487 dy = FROMCOORD(y);
488 if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
489 return NULL; /* out of bounds */
490 /*
491 * Any click location should be equal to the gap location
492 * in _precisely_ one coordinate.
493 */
494 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
495 return NULL;
496 } else
497 return NULL; /* no move */
498
499 /*
500 * Find the unit displacement from the original gap
501 * position towards this one.
502 */
503 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
504 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
505 up = C(from, ux, uy);
506
507 ret = dup_game(from);
508 ret->just_used_solve = FALSE; /* zero this in a hurry */
509
510 ret->gap_pos = C(from, dx, dy);
511 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
512
513 ret->tiles[ret->gap_pos] = 0;
514
515 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
516 assert(p >= 0 && p < from->n);
517 ret->tiles[p] = from->tiles[p + up];
518 ret->movecount++;
519 }
520
521 /*
522 * See if the game has been completed.
523 */
524 if (!ret->completed) {
525 ret->completed = ret->movecount;
526 for (p = 0; p < ret->n; p++)
527 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
528 ret->completed = 0;
529 }
530
531 return ret;
532 }
533
534 /* ----------------------------------------------------------------------
535 * Drawing routines.
536 */
537
538 static void game_size(game_params *params, game_drawstate *ds,
539 int *x, int *y, int expand)
540 {
541 int tsx, tsy, ts;
542 /*
543 * Each window dimension equals the tile size times one more
544 * than the grid dimension (the border is half the width of the
545 * tiles).
546 */
547 tsx = *x / (params->w + 1);
548 tsy = *y / (params->h + 1);
549 ts = min(tsx, tsy);
550 if (expand)
551 ds->tilesize = ts;
552 else
553 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
554
555 *x = TILE_SIZE * params->w + 2 * BORDER;
556 *y = TILE_SIZE * params->h + 2 * BORDER;
557 }
558
559 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
560 {
561 float *ret = snewn(3 * NCOLOURS, float);
562 int i;
563 float max;
564
565 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
566
567 /*
568 * Drop the background colour so that the highlight is
569 * noticeably brighter than it while still being under 1.
570 */
571 max = ret[COL_BACKGROUND*3];
572 for (i = 1; i < 3; i++)
573 if (ret[COL_BACKGROUND*3+i] > max)
574 max = ret[COL_BACKGROUND*3+i];
575 if (max * 1.2F > 1.0F) {
576 for (i = 0; i < 3; i++)
577 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
578 }
579
580 for (i = 0; i < 3; i++) {
581 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
582 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
583 ret[COL_TEXT * 3 + i] = 0.0;
584 }
585
586 *ncolours = NCOLOURS;
587 return ret;
588 }
589
590 static game_drawstate *game_new_drawstate(game_state *state)
591 {
592 struct game_drawstate *ds = snew(struct game_drawstate);
593 int i;
594
595 ds->started = FALSE;
596 ds->w = state->w;
597 ds->h = state->h;
598 ds->bgcolour = COL_BACKGROUND;
599 ds->tiles = snewn(ds->w*ds->h, int);
600 ds->tilesize = 0; /* haven't decided yet */
601 for (i = 0; i < ds->w*ds->h; i++)
602 ds->tiles[i] = -1;
603
604 return ds;
605 }
606
607 static void game_free_drawstate(game_drawstate *ds)
608 {
609 sfree(ds->tiles);
610 sfree(ds);
611 }
612
613 static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
614 int x, int y, int tile, int flash_colour)
615 {
616 if (tile == 0) {
617 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
618 flash_colour);
619 } else {
620 int coords[6];
621 char str[40];
622
623 coords[0] = x + TILE_SIZE - 1;
624 coords[1] = y + TILE_SIZE - 1;
625 coords[2] = x + TILE_SIZE - 1;
626 coords[3] = y;
627 coords[4] = x;
628 coords[5] = y + TILE_SIZE - 1;
629 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
630 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
631
632 coords[0] = x;
633 coords[1] = y;
634 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
635 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
636
637 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
638 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
639 flash_colour);
640
641 sprintf(str, "%d", tile);
642 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
643 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
644 COL_TEXT, str);
645 }
646 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
647 }
648
649 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
650 game_state *state, int dir, game_ui *ui,
651 float animtime, float flashtime)
652 {
653 int i, pass, bgcolour;
654
655 if (flashtime > 0) {
656 int frame = (int)(flashtime / FLASH_FRAME);
657 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
658 } else
659 bgcolour = COL_BACKGROUND;
660
661 if (!ds->started) {
662 int coords[10];
663
664 draw_rect(fe, 0, 0,
665 TILE_SIZE * state->w + 2 * BORDER,
666 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
667 draw_update(fe, 0, 0,
668 TILE_SIZE * state->w + 2 * BORDER,
669 TILE_SIZE * state->h + 2 * BORDER);
670
671 /*
672 * Recessed area containing the whole puzzle.
673 */
674 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
675 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
676 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
677 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
678 coords[4] = coords[2] - TILE_SIZE;
679 coords[5] = coords[3] + TILE_SIZE;
680 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
681 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
682 coords[6] = coords[8] + TILE_SIZE;
683 coords[7] = coords[9] - TILE_SIZE;
684 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
685 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
686
687 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
688 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
689 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
690 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
691
692 ds->started = TRUE;
693 }
694
695 /*
696 * Now draw each tile. We do this in two passes to make
697 * animation easy.
698 */
699 for (pass = 0; pass < 2; pass++) {
700 for (i = 0; i < state->n; i++) {
701 int t, t0;
702 /*
703 * Figure out what should be displayed at this
704 * location. It's either a simple tile, or it's a
705 * transition between two tiles (in which case we say
706 * -1 because it must always be drawn).
707 */
708
709 if (oldstate && oldstate->tiles[i] != state->tiles[i])
710 t = -1;
711 else
712 t = state->tiles[i];
713
714 t0 = t;
715
716 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
717 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
718 int x, y;
719
720 /*
721 * Figure out what to _actually_ draw, and where to
722 * draw it.
723 */
724 if (t == -1) {
725 int x0, y0, x1, y1;
726 int j;
727
728 /*
729 * On the first pass, just blank the tile.
730 */
731 if (pass == 0) {
732 x = COORD(X(state, i));
733 y = COORD(Y(state, i));
734 t = 0;
735 } else {
736 float c;
737
738 t = state->tiles[i];
739
740 /*
741 * Don't bother moving the gap; just don't
742 * draw it.
743 */
744 if (t == 0)
745 continue;
746
747 /*
748 * Find the coordinates of this tile in the old and
749 * new states.
750 */
751 x1 = COORD(X(state, i));
752 y1 = COORD(Y(state, i));
753 for (j = 0; j < oldstate->n; j++)
754 if (oldstate->tiles[j] == state->tiles[i])
755 break;
756 assert(j < oldstate->n);
757 x0 = COORD(X(state, j));
758 y0 = COORD(Y(state, j));
759
760 c = (animtime / ANIM_TIME);
761 if (c < 0.0F) c = 0.0F;
762 if (c > 1.0F) c = 1.0F;
763
764 x = x0 + (int)(c * (x1 - x0));
765 y = y0 + (int)(c * (y1 - y0));
766 }
767
768 } else {
769 if (pass == 0)
770 continue;
771 x = COORD(X(state, i));
772 y = COORD(Y(state, i));
773 }
774
775 draw_tile(fe, ds, state, x, y, t, bgcolour);
776 }
777 ds->tiles[i] = t0;
778 }
779 }
780 ds->bgcolour = bgcolour;
781
782 /*
783 * Update the status bar.
784 */
785 {
786 char statusbuf[256];
787
788 /*
789 * Don't show the new status until we're also showing the
790 * new _state_ - after the game animation is complete.
791 */
792 if (oldstate)
793 state = oldstate;
794
795 if (state->used_solve)
796 sprintf(statusbuf, "Moves since auto-solve: %d",
797 state->movecount - state->completed);
798 else
799 sprintf(statusbuf, "%sMoves: %d",
800 (state->completed ? "COMPLETED! " : ""),
801 (state->completed ? state->completed : state->movecount));
802
803 status_bar(fe, statusbuf);
804 }
805 }
806
807 static float game_anim_length(game_state *oldstate,
808 game_state *newstate, int dir, game_ui *ui)
809 {
810 if ((dir > 0 && newstate->just_used_solve) ||
811 (dir < 0 && oldstate->just_used_solve))
812 return 0.0F;
813 else
814 return ANIM_TIME;
815 }
816
817 static float game_flash_length(game_state *oldstate,
818 game_state *newstate, int dir, game_ui *ui)
819 {
820 if (!oldstate->completed && newstate->completed &&
821 !oldstate->used_solve && !newstate->used_solve)
822 return 2 * FLASH_FRAME;
823 else
824 return 0.0F;
825 }
826
827 static int game_wants_statusbar(void)
828 {
829 return TRUE;
830 }
831
832 static int game_timing_state(game_state *state)
833 {
834 return TRUE;
835 }
836
837 #ifdef COMBINED
838 #define thegame fifteen
839 #endif
840
841 const struct game thegame = {
842 "Fifteen", "games.fifteen",
843 default_params,
844 game_fetch_preset,
845 decode_params,
846 encode_params,
847 free_params,
848 dup_params,
849 TRUE, game_configure, custom_params,
850 validate_params,
851 new_game_desc,
852 game_free_aux_info,
853 validate_desc,
854 new_game,
855 dup_game,
856 free_game,
857 TRUE, solve_game,
858 TRUE, game_text_format,
859 new_ui,
860 free_ui,
861 game_changed_state,
862 make_move,
863 game_size,
864 game_colours,
865 game_new_drawstate,
866 game_free_drawstate,
867 game_redraw,
868 game_anim_length,
869 game_flash_length,
870 game_wants_statusbar,
871 FALSE, game_timing_state,
872 0, /* mouse_priorities */
873 };