All the games in this collection have always defined their graphics
[sgt/puzzles] / sixteen.c
1 /*
2 * sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
3 * from the 15-puzzle in that you toroidally rotate a row or column
4 * at a time.
5 */
6
7 #include <stdio.h>
8 #include <stdlib.h>
9 #include <string.h>
10 #include <assert.h>
11 #include <ctype.h>
12 #include <math.h>
13
14 #include "puzzles.h"
15
16 #define PREFERRED_TILE_SIZE 48
17 #define TILE_SIZE (ds->tilesize)
18 #define BORDER TILE_SIZE
19 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
21 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
22
23 #define ANIM_TIME 0.13F
24 #define FLASH_FRAME 0.13F
25
26 #define X(state, i) ( (i) % (state)->w )
27 #define Y(state, i) ( (i) / (state)->w )
28 #define C(state, x, y) ( (y) * (state)->w + (x) )
29
30 enum {
31 COL_BACKGROUND,
32 COL_TEXT,
33 COL_HIGHLIGHT,
34 COL_LOWLIGHT,
35 NCOLOURS
36 };
37
38 struct game_params {
39 int w, h;
40 int movetarget;
41 };
42
43 struct game_state {
44 int w, h, n;
45 int *tiles;
46 int completed;
47 int just_used_solve; /* used to suppress undo animation */
48 int used_solve; /* used to suppress completion flash */
49 int movecount, movetarget;
50 int last_movement_sense;
51 };
52
53 static game_params *default_params(void)
54 {
55 game_params *ret = snew(game_params);
56
57 ret->w = ret->h = 4;
58 ret->movetarget = 0;
59
60 return ret;
61 }
62
63 static int game_fetch_preset(int i, char **name, game_params **params)
64 {
65 game_params *ret;
66 int w, h;
67 char buf[80];
68
69 switch (i) {
70 case 0: w = 3, h = 3; break;
71 case 1: w = 4, h = 3; break;
72 case 2: w = 4, h = 4; break;
73 case 3: w = 5, h = 4; break;
74 case 4: w = 5, h = 5; break;
75 default: return FALSE;
76 }
77
78 sprintf(buf, "%dx%d", w, h);
79 *name = dupstr(buf);
80 *params = ret = snew(game_params);
81 ret->w = w;
82 ret->h = h;
83 ret->movetarget = 0;
84 return TRUE;
85 }
86
87 static void free_params(game_params *params)
88 {
89 sfree(params);
90 }
91
92 static game_params *dup_params(game_params *params)
93 {
94 game_params *ret = snew(game_params);
95 *ret = *params; /* structure copy */
96 return ret;
97 }
98
99 static void decode_params(game_params *ret, char const *string)
100 {
101 ret->w = ret->h = atoi(string);
102 ret->movetarget = 0;
103 while (*string && isdigit(*string)) string++;
104 if (*string == 'x') {
105 string++;
106 ret->h = atoi(string);
107 while (*string && isdigit((unsigned char)*string))
108 string++;
109 }
110 if (*string == 'm') {
111 string++;
112 ret->movetarget = atoi(string);
113 while (*string && isdigit((unsigned char)*string))
114 string++;
115 }
116 }
117
118 static char *encode_params(game_params *params, int full)
119 {
120 char data[256];
121
122 sprintf(data, "%dx%d", params->w, params->h);
123 /* Shuffle limit is part of the limited parameters, because we have to
124 * supply the target move count. */
125 if (params->movetarget)
126 sprintf(data + strlen(data), "m%d", params->movetarget);
127
128 return dupstr(data);
129 }
130
131 static config_item *game_configure(game_params *params)
132 {
133 config_item *ret;
134 char buf[80];
135
136 ret = snewn(4, config_item);
137
138 ret[0].name = "Width";
139 ret[0].type = C_STRING;
140 sprintf(buf, "%d", params->w);
141 ret[0].sval = dupstr(buf);
142 ret[0].ival = 0;
143
144 ret[1].name = "Height";
145 ret[1].type = C_STRING;
146 sprintf(buf, "%d", params->h);
147 ret[1].sval = dupstr(buf);
148 ret[1].ival = 0;
149
150 ret[2].name = "Number of shuffling moves";
151 ret[2].type = C_STRING;
152 sprintf(buf, "%d", params->movetarget);
153 ret[2].sval = dupstr(buf);
154 ret[2].ival = 0;
155
156 ret[3].name = NULL;
157 ret[3].type = C_END;
158 ret[3].sval = NULL;
159 ret[3].ival = 0;
160
161 return ret;
162 }
163
164 static game_params *custom_params(config_item *cfg)
165 {
166 game_params *ret = snew(game_params);
167
168 ret->w = atoi(cfg[0].sval);
169 ret->h = atoi(cfg[1].sval);
170 ret->movetarget = atoi(cfg[2].sval);
171
172 return ret;
173 }
174
175 static char *validate_params(game_params *params)
176 {
177 if (params->w < 2 || params->h < 2)
178 return "Width and height must both be at least two";
179
180 return NULL;
181 }
182
183 static int perm_parity(int *perm, int n)
184 {
185 int i, j, ret;
186
187 ret = 0;
188
189 for (i = 0; i < n-1; i++)
190 for (j = i+1; j < n; j++)
191 if (perm[i] > perm[j])
192 ret = !ret;
193
194 return ret;
195 }
196
197 static char *new_game_desc(game_params *params, random_state *rs,
198 game_aux_info **aux, int interactive)
199 {
200 int stop, n, i, x;
201 int x1, x2, p1, p2;
202 int *tiles, *used;
203 char *ret;
204 int retlen;
205
206 n = params->w * params->h;
207
208 tiles = snewn(n, int);
209
210 if (params->movetarget) {
211 int prevoffset = -1;
212 int max = (params->w > params->h ? params->w : params->h);
213 int *prevmoves = snewn(max, int);
214
215 /*
216 * Shuffle the old-fashioned way, by making a series of
217 * single moves on the grid.
218 */
219
220 for (i = 0; i < n; i++)
221 tiles[i] = i;
222
223 for (i = 0; i < params->movetarget; i++) {
224 int start, offset, len, direction, index;
225 int j, tmp;
226
227 /*
228 * Choose a move to make. We can choose from any row
229 * or any column.
230 */
231 while (1) {
232 j = random_upto(rs, params->w + params->h);
233
234 if (j < params->w) {
235 /* Column. */
236 index = j;
237 start = j;
238 offset = params->w;
239 len = params->h;
240 } else {
241 /* Row. */
242 index = j - params->w;
243 start = index * params->w;
244 offset = 1;
245 len = params->w;
246 }
247
248 direction = -1 + 2 * random_upto(rs, 2);
249
250 /*
251 * To at least _try_ to avoid boring cases, check
252 * that this move doesn't directly undo a previous
253 * one, or repeat it so many times as to turn it
254 * into fewer moves in the opposite direction. (For
255 * example, in a row of length 4, we're allowed to
256 * move it the same way twice, but not three
257 * times.)
258 *
259 * We track this for each individual row/column,
260 * and clear all the counters as soon as a
261 * perpendicular move is made. This isn't perfect
262 * (it _can't_ guaranteeably be perfect - there
263 * will always come a move count beyond which a
264 * shorter solution will be possible than the one
265 * which constructed the position) but it should
266 * sort out all the obvious cases.
267 */
268 if (offset == prevoffset) {
269 tmp = prevmoves[index] + direction;
270 if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
271 continue;
272 }
273
274 /* If we didn't `continue', we've found an OK move to make. */
275 if (offset != prevoffset) {
276 int i;
277 for (i = 0; i < max; i++)
278 prevmoves[i] = 0;
279 prevoffset = offset;
280 }
281 prevmoves[index] += direction;
282 break;
283 }
284
285 /*
286 * Make the move.
287 */
288 if (direction < 0) {
289 start += (len-1) * offset;
290 offset = -offset;
291 }
292 tmp = tiles[start];
293 for (j = 0; j+1 < len; j++)
294 tiles[start + j*offset] = tiles[start + (j+1)*offset];
295 tiles[start + (len-1) * offset] = tmp;
296 }
297
298 sfree(prevmoves);
299
300 } else {
301
302 used = snewn(n, int);
303
304 for (i = 0; i < n; i++) {
305 tiles[i] = -1;
306 used[i] = FALSE;
307 }
308
309 /*
310 * If both dimensions are odd, there is a parity
311 * constraint.
312 */
313 if (params->w & params->h & 1)
314 stop = 2;
315 else
316 stop = 0;
317
318 /*
319 * Place everything except (possibly) the last two tiles.
320 */
321 for (x = 0, i = n; i > stop; i--) {
322 int k = i > 1 ? random_upto(rs, i) : 0;
323 int j;
324
325 for (j = 0; j < n; j++)
326 if (!used[j] && (k-- == 0))
327 break;
328
329 assert(j < n && !used[j]);
330 used[j] = TRUE;
331
332 while (tiles[x] >= 0)
333 x++;
334 assert(x < n);
335 tiles[x] = j;
336 }
337
338 if (stop) {
339 /*
340 * Find the last two locations, and the last two
341 * pieces.
342 */
343 while (tiles[x] >= 0)
344 x++;
345 assert(x < n);
346 x1 = x;
347 x++;
348 while (tiles[x] >= 0)
349 x++;
350 assert(x < n);
351 x2 = x;
352
353 for (i = 0; i < n; i++)
354 if (!used[i])
355 break;
356 p1 = i;
357 for (i = p1+1; i < n; i++)
358 if (!used[i])
359 break;
360 p2 = i;
361
362 /*
363 * Try the last two tiles one way round. If that fails,
364 * swap them.
365 */
366 tiles[x1] = p1;
367 tiles[x2] = p2;
368 if (perm_parity(tiles, n) != 0) {
369 tiles[x1] = p2;
370 tiles[x2] = p1;
371 assert(perm_parity(tiles, n) == 0);
372 }
373 }
374
375 sfree(used);
376 }
377
378 /*
379 * Now construct the game description, by describing the tile
380 * array as a simple sequence of comma-separated integers.
381 */
382 ret = NULL;
383 retlen = 0;
384 for (i = 0; i < n; i++) {
385 char buf[80];
386 int k;
387
388 k = sprintf(buf, "%d,", tiles[i]+1);
389
390 ret = sresize(ret, retlen + k + 1, char);
391 strcpy(ret + retlen, buf);
392 retlen += k;
393 }
394 ret[retlen-1] = '\0'; /* delete last comma */
395
396 sfree(tiles);
397
398 return ret;
399 }
400
401 static void game_free_aux_info(game_aux_info *aux)
402 {
403 assert(!"Shouldn't happen");
404 }
405
406
407 static char *validate_desc(game_params *params, char *desc)
408 {
409 char *p, *err;
410 int i, area;
411 int *used;
412
413 area = params->w * params->h;
414 p = desc;
415 err = NULL;
416
417 used = snewn(area, int);
418 for (i = 0; i < area; i++)
419 used[i] = FALSE;
420
421 for (i = 0; i < area; i++) {
422 char *q = p;
423 int n;
424
425 if (*p < '0' || *p > '9') {
426 err = "Not enough numbers in string";
427 goto leave;
428 }
429 while (*p >= '0' && *p <= '9')
430 p++;
431 if (i < area-1 && *p != ',') {
432 err = "Expected comma after number";
433 goto leave;
434 }
435 else if (i == area-1 && *p) {
436 err = "Excess junk at end of string";
437 goto leave;
438 }
439 n = atoi(q);
440 if (n < 1 || n > area) {
441 err = "Number out of range";
442 goto leave;
443 }
444 if (used[n-1]) {
445 err = "Number used twice";
446 goto leave;
447 }
448 used[n-1] = TRUE;
449
450 if (*p) p++; /* eat comma */
451 }
452
453 leave:
454 sfree(used);
455 return err;
456 }
457
458 static game_state *new_game(midend_data *me, game_params *params, char *desc)
459 {
460 game_state *state = snew(game_state);
461 int i;
462 char *p;
463
464 state->w = params->w;
465 state->h = params->h;
466 state->n = params->w * params->h;
467 state->tiles = snewn(state->n, int);
468
469 p = desc;
470 i = 0;
471 for (i = 0; i < state->n; i++) {
472 assert(*p);
473 state->tiles[i] = atoi(p);
474 while (*p && *p != ',')
475 p++;
476 if (*p) p++; /* eat comma */
477 }
478 assert(!*p);
479
480 state->completed = state->movecount = 0;
481 state->movetarget = params->movetarget;
482 state->used_solve = state->just_used_solve = FALSE;
483 state->last_movement_sense = 0;
484
485 return state;
486 }
487
488 static game_state *dup_game(game_state *state)
489 {
490 game_state *ret = snew(game_state);
491
492 ret->w = state->w;
493 ret->h = state->h;
494 ret->n = state->n;
495 ret->tiles = snewn(state->w * state->h, int);
496 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
497 ret->completed = state->completed;
498 ret->movecount = state->movecount;
499 ret->movetarget = state->movetarget;
500 ret->used_solve = state->used_solve;
501 ret->just_used_solve = state->just_used_solve;
502 ret->last_movement_sense = state->last_movement_sense;
503
504 return ret;
505 }
506
507 static void free_game(game_state *state)
508 {
509 sfree(state->tiles);
510 sfree(state);
511 }
512
513 static game_state *solve_game(game_state *state, game_aux_info *aux,
514 char **error)
515 {
516 game_state *ret = dup_game(state);
517 int i;
518
519 /*
520 * Simply replace the grid with a solved one. For this game,
521 * this isn't a useful operation for actually telling the user
522 * what they should have done, but it is useful for
523 * conveniently being able to get hold of a clean state from
524 * which to practise manoeuvres.
525 */
526 for (i = 0; i < ret->n; i++)
527 ret->tiles[i] = i+1;
528 ret->used_solve = ret->just_used_solve = TRUE;
529 ret->completed = ret->movecount = 1;
530
531 return ret;
532 }
533
534 static char *game_text_format(game_state *state)
535 {
536 char *ret, *p, buf[80];
537 int x, y, col, maxlen;
538
539 /*
540 * First work out how many characters we need to display each
541 * number.
542 */
543 col = sprintf(buf, "%d", state->n);
544
545 /*
546 * Now we know the exact total size of the grid we're going to
547 * produce: it's got h rows, each containing w lots of col, w-1
548 * spaces and a trailing newline.
549 */
550 maxlen = state->h * state->w * (col+1);
551
552 ret = snewn(maxlen+1, char);
553 p = ret;
554
555 for (y = 0; y < state->h; y++) {
556 for (x = 0; x < state->w; x++) {
557 int v = state->tiles[state->w*y+x];
558 sprintf(buf, "%*d", col, v);
559 memcpy(p, buf, col);
560 p += col;
561 if (x+1 == state->w)
562 *p++ = '\n';
563 else
564 *p++ = ' ';
565 }
566 }
567
568 assert(p - ret == maxlen);
569 *p = '\0';
570 return ret;
571 }
572
573 static game_ui *new_ui(game_state *state)
574 {
575 return NULL;
576 }
577
578 static void free_ui(game_ui *ui)
579 {
580 }
581
582 static void game_changed_state(game_ui *ui, game_state *oldstate,
583 game_state *newstate)
584 {
585 }
586
587 struct game_drawstate {
588 int started;
589 int w, h, bgcolour;
590 int *tiles;
591 int tilesize;
592 };
593
594 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
595 int x, int y, int button) {
596 int cx, cy;
597 int dx, dy, tx, ty, n;
598 game_state *ret;
599
600 button &= ~MOD_MASK;
601 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
602 return NULL;
603
604 cx = FROMCOORD(x);
605 cy = FROMCOORD(y);
606 if (cx == -1 && cy >= 0 && cy < from->h)
607 n = from->w, dx = +1, dy = 0;
608 else if (cx == from->w && cy >= 0 && cy < from->h)
609 n = from->w, dx = -1, dy = 0;
610 else if (cy == -1 && cx >= 0 && cx < from->w)
611 n = from->h, dy = +1, dx = 0;
612 else if (cy == from->h && cx >= 0 && cx < from->w)
613 n = from->h, dy = -1, dx = 0;
614 else
615 return NULL; /* invalid click location */
616
617 /* reverse direction if right hand button is pressed */
618 if (button == RIGHT_BUTTON)
619 {
620 dx = -dx; if (dx) cx = from->w - 1 - cx;
621 dy = -dy; if (dy) cy = from->h - 1 - cy;
622 }
623
624 ret = dup_game(from);
625 ret->just_used_solve = FALSE; /* zero this in a hurry */
626
627 do {
628 cx += dx;
629 cy += dy;
630 tx = (cx + dx + from->w) % from->w;
631 ty = (cy + dy + from->h) % from->h;
632 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
633 } while (--n > 0);
634
635 ret->movecount++;
636
637 ret->last_movement_sense = -(dx+dy);
638
639 /*
640 * See if the game has been completed.
641 */
642 if (!ret->completed) {
643 ret->completed = ret->movecount;
644 for (n = 0; n < ret->n; n++)
645 if (ret->tiles[n] != n+1)
646 ret->completed = FALSE;
647 }
648
649 return ret;
650 }
651
652 /* ----------------------------------------------------------------------
653 * Drawing routines.
654 */
655
656 static void game_size(game_params *params, game_drawstate *ds,
657 int *x, int *y, int expand)
658 {
659 int tsx, tsy, ts;
660 /*
661 * Each window dimension equals the tile size times two more
662 * than the grid dimension (the border is the same size as the
663 * tiles).
664 */
665 tsx = *x / (params->w + 2);
666 tsy = *y / (params->h + 2);
667 ts = min(tsx, tsy);
668
669 if (expand)
670 ds->tilesize = ts;
671 else
672 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
673
674 *x = TILE_SIZE * params->w + 2 * BORDER;
675 *y = TILE_SIZE * params->h + 2 * BORDER;
676 }
677
678 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
679 {
680 float *ret = snewn(3 * NCOLOURS, float);
681 int i;
682 float max;
683
684 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
685
686 /*
687 * Drop the background colour so that the highlight is
688 * noticeably brighter than it while still being under 1.
689 */
690 max = ret[COL_BACKGROUND*3];
691 for (i = 1; i < 3; i++)
692 if (ret[COL_BACKGROUND*3+i] > max)
693 max = ret[COL_BACKGROUND*3+i];
694 if (max * 1.2F > 1.0F) {
695 for (i = 0; i < 3; i++)
696 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
697 }
698
699 for (i = 0; i < 3; i++) {
700 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
701 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
702 ret[COL_TEXT * 3 + i] = 0.0;
703 }
704
705 *ncolours = NCOLOURS;
706 return ret;
707 }
708
709 static game_drawstate *game_new_drawstate(game_state *state)
710 {
711 struct game_drawstate *ds = snew(struct game_drawstate);
712 int i;
713
714 ds->started = FALSE;
715 ds->w = state->w;
716 ds->h = state->h;
717 ds->bgcolour = COL_BACKGROUND;
718 ds->tiles = snewn(ds->w*ds->h, int);
719 ds->tilesize = 0; /* haven't decided yet */
720 for (i = 0; i < ds->w*ds->h; i++)
721 ds->tiles[i] = -1;
722
723 return ds;
724 }
725
726 static void game_free_drawstate(game_drawstate *ds)
727 {
728 sfree(ds->tiles);
729 sfree(ds);
730 }
731
732 static void draw_tile(frontend *fe, game_drawstate *ds,
733 game_state *state, int x, int y,
734 int tile, int flash_colour)
735 {
736 if (tile == 0) {
737 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
738 flash_colour);
739 } else {
740 int coords[6];
741 char str[40];
742
743 coords[0] = x + TILE_SIZE - 1;
744 coords[1] = y + TILE_SIZE - 1;
745 coords[2] = x + TILE_SIZE - 1;
746 coords[3] = y;
747 coords[4] = x;
748 coords[5] = y + TILE_SIZE - 1;
749 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
750 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
751
752 coords[0] = x;
753 coords[1] = y;
754 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
755 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
756
757 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
758 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
759 flash_colour);
760
761 sprintf(str, "%d", tile);
762 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
763 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
764 COL_TEXT, str);
765 }
766 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
767 }
768
769 static void draw_arrow(frontend *fe, game_drawstate *ds,
770 int x, int y, int xdx, int xdy)
771 {
772 int coords[14];
773 int ydy = -xdx, ydx = xdy;
774
775 #define POINT(n, xx, yy) ( \
776 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
777 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
778
779 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
780 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
781 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
782 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
783 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
784 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
785 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
786
787 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
788 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
789 }
790
791 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
792 game_state *state, int dir, game_ui *ui,
793 float animtime, float flashtime)
794 {
795 int i, bgcolour;
796
797 if (flashtime > 0) {
798 int frame = (int)(flashtime / FLASH_FRAME);
799 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
800 } else
801 bgcolour = COL_BACKGROUND;
802
803 if (!ds->started) {
804 int coords[10];
805
806 draw_rect(fe, 0, 0,
807 TILE_SIZE * state->w + 2 * BORDER,
808 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
809 draw_update(fe, 0, 0,
810 TILE_SIZE * state->w + 2 * BORDER,
811 TILE_SIZE * state->h + 2 * BORDER);
812
813 /*
814 * Recessed area containing the whole puzzle.
815 */
816 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
817 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
818 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
819 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
820 coords[4] = coords[2] - TILE_SIZE;
821 coords[5] = coords[3] + TILE_SIZE;
822 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
823 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
824 coords[6] = coords[8] + TILE_SIZE;
825 coords[7] = coords[9] - TILE_SIZE;
826 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
827 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
828
829 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
830 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
831 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
832 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
833
834 /*
835 * Arrows for making moves.
836 */
837 for (i = 0; i < state->w; i++) {
838 draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
839 draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
840 }
841 for (i = 0; i < state->h; i++) {
842 draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
843 draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
844 }
845
846 ds->started = TRUE;
847 }
848
849 /*
850 * Now draw each tile.
851 */
852
853 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
854
855 for (i = 0; i < state->n; i++) {
856 int t, t0;
857 /*
858 * Figure out what should be displayed at this
859 * location. It's either a simple tile, or it's a
860 * transition between two tiles (in which case we say
861 * -1 because it must always be drawn).
862 */
863
864 if (oldstate && oldstate->tiles[i] != state->tiles[i])
865 t = -1;
866 else
867 t = state->tiles[i];
868
869 t0 = t;
870
871 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
872 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
873 int x, y, x2, y2;
874
875 /*
876 * Figure out what to _actually_ draw, and where to
877 * draw it.
878 */
879 if (t == -1) {
880 int x0, y0, x1, y1, dx, dy;
881 int j;
882 float c;
883 int sense;
884
885 if (dir < 0) {
886 assert(oldstate);
887 sense = -oldstate->last_movement_sense;
888 } else {
889 sense = state->last_movement_sense;
890 }
891
892 t = state->tiles[i];
893
894 /*
895 * FIXME: must be prepared to draw a double
896 * tile in some situations.
897 */
898
899 /*
900 * Find the coordinates of this tile in the old and
901 * new states.
902 */
903 x1 = COORD(X(state, i));
904 y1 = COORD(Y(state, i));
905 for (j = 0; j < oldstate->n; j++)
906 if (oldstate->tiles[j] == state->tiles[i])
907 break;
908 assert(j < oldstate->n);
909 x0 = COORD(X(state, j));
910 y0 = COORD(Y(state, j));
911
912 dx = (x1 - x0);
913 if (dx != 0 &&
914 dx != TILE_SIZE * sense) {
915 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
916 dx - TILE_SIZE * state->w);
917 assert(abs(dx) == TILE_SIZE);
918 }
919 dy = (y1 - y0);
920 if (dy != 0 &&
921 dy != TILE_SIZE * sense) {
922 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
923 dy - TILE_SIZE * state->h);
924 assert(abs(dy) == TILE_SIZE);
925 }
926
927 c = (animtime / ANIM_TIME);
928 if (c < 0.0F) c = 0.0F;
929 if (c > 1.0F) c = 1.0F;
930
931 x = x0 + (int)(c * dx);
932 y = y0 + (int)(c * dy);
933 x2 = x1 - dx + (int)(c * dx);
934 y2 = y1 - dy + (int)(c * dy);
935 } else {
936 x = COORD(X(state, i));
937 y = COORD(Y(state, i));
938 x2 = y2 = -1;
939 }
940
941 draw_tile(fe, ds, state, x, y, t, bgcolour);
942 if (x2 != -1 || y2 != -1)
943 draw_tile(fe, ds, state, x2, y2, t, bgcolour);
944 }
945 ds->tiles[i] = t0;
946 }
947
948 unclip(fe);
949
950 ds->bgcolour = bgcolour;
951
952 /*
953 * Update the status bar.
954 */
955 {
956 char statusbuf[256];
957
958 /*
959 * Don't show the new status until we're also showing the
960 * new _state_ - after the game animation is complete.
961 */
962 if (oldstate)
963 state = oldstate;
964
965 if (state->used_solve)
966 sprintf(statusbuf, "Moves since auto-solve: %d",
967 state->movecount - state->completed);
968 else {
969 sprintf(statusbuf, "%sMoves: %d",
970 (state->completed ? "COMPLETED! " : ""),
971 (state->completed ? state->completed : state->movecount));
972 if (state->movetarget)
973 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
974 state->movetarget);
975 }
976
977 status_bar(fe, statusbuf);
978 }
979 }
980
981 static float game_anim_length(game_state *oldstate,
982 game_state *newstate, int dir, game_ui *ui)
983 {
984 if ((dir > 0 && newstate->just_used_solve) ||
985 (dir < 0 && oldstate->just_used_solve))
986 return 0.0F;
987 else
988 return ANIM_TIME;
989 }
990
991 static float game_flash_length(game_state *oldstate,
992 game_state *newstate, int dir, game_ui *ui)
993 {
994 if (!oldstate->completed && newstate->completed &&
995 !oldstate->used_solve && !newstate->used_solve)
996 return 2 * FLASH_FRAME;
997 else
998 return 0.0F;
999 }
1000
1001 static int game_wants_statusbar(void)
1002 {
1003 return TRUE;
1004 }
1005
1006 static int game_timing_state(game_state *state)
1007 {
1008 return TRUE;
1009 }
1010
1011 #ifdef COMBINED
1012 #define thegame sixteen
1013 #endif
1014
1015 const struct game thegame = {
1016 "Sixteen", "games.sixteen",
1017 default_params,
1018 game_fetch_preset,
1019 decode_params,
1020 encode_params,
1021 free_params,
1022 dup_params,
1023 TRUE, game_configure, custom_params,
1024 validate_params,
1025 new_game_desc,
1026 game_free_aux_info,
1027 validate_desc,
1028 new_game,
1029 dup_game,
1030 free_game,
1031 TRUE, solve_game,
1032 TRUE, game_text_format,
1033 new_ui,
1034 free_ui,
1035 game_changed_state,
1036 make_move,
1037 game_size,
1038 game_colours,
1039 game_new_drawstate,
1040 game_free_drawstate,
1041 game_redraw,
1042 game_anim_length,
1043 game_flash_length,
1044 game_wants_statusbar,
1045 FALSE, game_timing_state,
1046 0, /* mouse_priorities */
1047 };