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
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 )
23 #define ANIM_TIME 0.13F
24 #define FLASH_FRAME 0.13F
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) )
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
;
53 static game_params
*default_params(void)
55 game_params
*ret
= snew(game_params
);
63 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
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
;
78 sprintf(buf
, "%dx%d", w
, h
);
80 *params
= ret
= snew(game_params
);
87 static void free_params(game_params
*params
)
92 static game_params
*dup_params(game_params
*params
)
94 game_params
*ret
= snew(game_params
);
95 *ret
= *params
; /* structure copy */
99 static void decode_params(game_params
*ret
, char const *string
)
101 ret
->w
= ret
->h
= atoi(string
);
103 while (*string
&& isdigit(*string
)) string
++;
104 if (*string
== 'x') {
106 ret
->h
= atoi(string
);
107 while (*string
&& isdigit((unsigned char)*string
))
110 if (*string
== 'm') {
112 ret
->movetarget
= atoi(string
);
113 while (*string
&& isdigit((unsigned char)*string
))
118 static char *encode_params(game_params
*params
, int full
)
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
);
131 static config_item
*game_configure(game_params
*params
)
136 ret
= snewn(4, config_item
);
138 ret
[0].name
= "Width";
139 ret
[0].type
= C_STRING
;
140 sprintf(buf
, "%d", params
->w
);
141 ret
[0].sval
= dupstr(buf
);
144 ret
[1].name
= "Height";
145 ret
[1].type
= C_STRING
;
146 sprintf(buf
, "%d", params
->h
);
147 ret
[1].sval
= dupstr(buf
);
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
);
164 static game_params
*custom_params(config_item
*cfg
)
166 game_params
*ret
= snew(game_params
);
168 ret
->w
= atoi(cfg
[0].sval
);
169 ret
->h
= atoi(cfg
[1].sval
);
170 ret
->movetarget
= atoi(cfg
[2].sval
);
175 static char *validate_params(game_params
*params
)
177 if (params
->w
< 2 || params
->h
< 2)
178 return "Width and height must both be at least two";
183 static int perm_parity(int *perm
, int n
)
189 for (i
= 0; i
< n
-1; i
++)
190 for (j
= i
+1; j
< n
; j
++)
191 if (perm
[i
] > perm
[j
])
197 static char *new_game_desc(game_params
*params
, random_state
*rs
,
198 game_aux_info
**aux
, int interactive
)
206 n
= params
->w
* params
->h
;
208 tiles
= snewn(n
, int);
210 if (params
->movetarget
) {
212 int max
= (params
->w
> params
->h ? params
->w
: params
->h
);
213 int *prevmoves
= snewn(max
, int);
216 * Shuffle the old-fashioned way, by making a series of
217 * single moves on the grid.
220 for (i
= 0; i
< n
; i
++)
223 for (i
= 0; i
< params
->movetarget
; i
++) {
224 int start
, offset
, len
, direction
, index
;
228 * Choose a move to make. We can choose from any row
232 j
= random_upto(rs
, params
->w
+ params
->h
);
242 index
= j
- params
->w
;
243 start
= index
* params
->w
;
248 direction
= -1 + 2 * random_upto(rs
, 2);
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
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.
268 if (offset
== prevoffset
) {
269 tmp
= prevmoves
[index
] + direction
;
270 if (abs(2*tmp
) > len
|| abs(tmp
) < abs(prevmoves
[index
]))
274 /* If we didn't `continue', we've found an OK move to make. */
275 if (offset
!= prevoffset
) {
277 for (i
= 0; i
< max
; i
++)
281 prevmoves
[index
] += direction
;
289 start
+= (len
-1) * offset
;
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
;
302 used
= snewn(n
, int);
304 for (i
= 0; i
< n
; i
++) {
310 * If both dimensions are odd, there is a parity
313 if (params
->w
& params
->h
& 1)
319 * Place everything except (possibly) the last two tiles.
321 for (x
= 0, i
= n
; i
> stop
; i
--) {
322 int k
= i
> 1 ?
random_upto(rs
, i
) : 0;
325 for (j
= 0; j
< n
; j
++)
326 if (!used
[j
] && (k
-- == 0))
329 assert(j
< n
&& !used
[j
]);
332 while (tiles
[x
] >= 0)
340 * Find the last two locations, and the last two
343 while (tiles
[x
] >= 0)
348 while (tiles
[x
] >= 0)
353 for (i
= 0; i
< n
; i
++)
357 for (i
= p1
+1; i
< n
; i
++)
363 * Try the last two tiles one way round. If that fails,
368 if (perm_parity(tiles
, n
) != 0) {
371 assert(perm_parity(tiles
, n
) == 0);
379 * Now construct the game description, by describing the tile
380 * array as a simple sequence of comma-separated integers.
384 for (i
= 0; i
< n
; i
++) {
388 k
= sprintf(buf
, "%d,", tiles
[i
]+1);
390 ret
= sresize(ret
, retlen
+ k
+ 1, char);
391 strcpy(ret
+ retlen
, buf
);
394 ret
[retlen
-1] = '\0'; /* delete last comma */
401 static void game_free_aux_info(game_aux_info
*aux
)
403 assert(!"Shouldn't happen");
407 static char *validate_desc(game_params
*params
, char *desc
)
413 area
= params
->w
* params
->h
;
417 used
= snewn(area
, int);
418 for (i
= 0; i
< area
; i
++)
421 for (i
= 0; i
< area
; i
++) {
425 if (*p
< '0' || *p
> '9') {
426 err
= "Not enough numbers in string";
429 while (*p
>= '0' && *p
<= '9')
431 if (i
< area
-1 && *p
!= ',') {
432 err
= "Expected comma after number";
435 else if (i
== area
-1 && *p
) {
436 err
= "Excess junk at end of string";
440 if (n
< 1 || n
> area
) {
441 err
= "Number out of range";
445 err
= "Number used twice";
450 if (*p
) p
++; /* eat comma */
458 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
460 game_state
*state
= snew(game_state
);
464 state
->w
= params
->w
;
465 state
->h
= params
->h
;
466 state
->n
= params
->w
* params
->h
;
467 state
->tiles
= snewn(state
->n
, int);
471 for (i
= 0; i
< state
->n
; i
++) {
473 state
->tiles
[i
] = atoi(p
);
474 while (*p
&& *p
!= ',')
476 if (*p
) p
++; /* eat comma */
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;
488 static game_state
*dup_game(game_state
*state
)
490 game_state
*ret
= snew(game_state
);
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
;
507 static void free_game(game_state
*state
)
513 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
516 game_state
*ret
= dup_game(state
);
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.
526 for (i
= 0; i
< ret
->n
; i
++)
528 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
529 ret
->completed
= ret
->movecount
= 1;
534 static char *game_text_format(game_state
*state
)
536 char *ret
, *p
, buf
[80];
537 int x
, y
, col
, maxlen
;
540 * First work out how many characters we need to display each
543 col
= sprintf(buf
, "%d", state
->n
);
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.
550 maxlen
= state
->h
* state
->w
* (col
+1);
552 ret
= snewn(maxlen
+1, char);
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
);
568 assert(p
- ret
== maxlen
);
573 static game_ui
*new_ui(game_state
*state
)
578 static void free_ui(game_ui
*ui
)
582 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
583 game_state
*newstate
)
587 struct game_drawstate
{
594 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
595 int x
, int y
, int button
) {
597 int dx
, dy
, tx
, ty
, n
;
601 if (button
!= LEFT_BUTTON
&& button
!= RIGHT_BUTTON
)
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;
615 return NULL
; /* invalid click location */
617 /* reverse direction if right hand button is pressed */
618 if (button
== RIGHT_BUTTON
)
620 dx
= -dx
; if (dx
) cx
= from
->w
- 1 - cx
;
621 dy
= -dy
; if (dy
) cy
= from
->h
- 1 - cy
;
624 ret
= dup_game(from
);
625 ret
->just_used_solve
= FALSE
; /* zero this in a hurry */
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
)];
637 ret
->last_movement_sense
= -(dx
+dy
);
640 * See if the game has been completed.
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
;
652 /* ----------------------------------------------------------------------
656 static void game_size(game_params
*params
, game_drawstate
*ds
,
657 int *x
, int *y
, int expand
)
661 * Each window dimension equals the tile size times two more
662 * than the grid dimension (the border is the same size as the
665 tsx
= *x
/ (params
->w
+ 2);
666 tsy
= *y
/ (params
->h
+ 2);
672 ds
->tilesize
= min(ts
, PREFERRED_TILE_SIZE
);
674 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
675 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
678 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
680 float *ret
= snewn(3 * NCOLOURS
, float);
684 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
687 * Drop the background colour so that the highlight is
688 * noticeably brighter than it while still being under 1.
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
);
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;
705 *ncolours
= NCOLOURS
;
709 static game_drawstate
*game_new_drawstate(game_state
*state
)
711 struct game_drawstate
*ds
= snew(struct game_drawstate
);
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
++)
726 static void game_free_drawstate(game_drawstate
*ds
)
732 static void draw_tile(frontend
*fe
, game_drawstate
*ds
,
733 game_state
*state
, int x
, int y
,
734 int tile
, int flash_colour
)
737 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
743 coords
[0] = x
+ TILE_SIZE
- 1;
744 coords
[1] = y
+ TILE_SIZE
- 1;
745 coords
[2] = x
+ TILE_SIZE
- 1;
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
);
754 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
755 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
757 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
758 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
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
,
766 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
769 static void draw_arrow(frontend
*fe
, game_drawstate
*ds
,
770 int x
, int y
, int xdx
, int xdy
)
773 int ydy
= -xdx
, ydx
= xdy
;
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)
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 */
787 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
788 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
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
)
798 int frame
= (int)(flashtime
/ FLASH_FRAME
);
799 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
801 bgcolour
= COL_BACKGROUND
;
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
);
814 * Recessed area containing the whole puzzle.
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
);
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
);
835 * Arrows for making moves.
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);
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);
850 * Now draw each tile.
853 clip(fe
, COORD(0), COORD(0), TILE_SIZE
*state
->w
, TILE_SIZE
*state
->h
);
855 for (i
= 0; i
< state
->n
; i
++) {
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).
864 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
871 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
872 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
876 * Figure out what to _actually_ draw, and where to
880 int x0
, y0
, x1
, y1
, dx
, dy
;
887 sense
= -oldstate
->last_movement_sense
;
889 sense
= state
->last_movement_sense
;
895 * FIXME: must be prepared to draw a double
896 * tile in some situations.
900 * Find the coordinates of this tile in the old and
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
])
908 assert(j
< oldstate
->n
);
909 x0
= COORD(X(state
, j
));
910 y0
= COORD(Y(state
, j
));
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
);
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
);
927 c
= (animtime
/ ANIM_TIME
);
928 if (c
< 0.0F
) c
= 0.0F
;
929 if (c
> 1.0F
) c
= 1.0F
;
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
);
936 x
= COORD(X(state
, i
));
937 y
= COORD(Y(state
, i
));
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
);
950 ds
->bgcolour
= bgcolour
;
953 * Update the status bar.
959 * Don't show the new status until we're also showing the
960 * new _state_ - after the game animation is complete.
965 if (state
->used_solve
)
966 sprintf(statusbuf
, "Moves since auto-solve: %d",
967 state
->movecount
- state
->completed
);
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)",
977 status_bar(fe
, statusbuf
);
981 static float game_anim_length(game_state
*oldstate
,
982 game_state
*newstate
, int dir
, game_ui
*ui
)
984 if ((dir
> 0 && newstate
->just_used_solve
) ||
985 (dir
< 0 && oldstate
->just_used_solve
))
991 static float game_flash_length(game_state
*oldstate
,
992 game_state
*newstate
, int dir
, game_ui
*ui
)
994 if (!oldstate
->completed
&& newstate
->completed
&&
995 !oldstate
->used_solve
&& !newstate
->used_solve
)
996 return 2 * FLASH_FRAME
;
1001 static int game_wants_statusbar(void)
1006 static int game_timing_state(game_state
*state
)
1012 #define thegame sixteen
1015 const struct game thegame
= {
1016 "Sixteen", "games.sixteen",
1023 TRUE
, game_configure
, custom_params
,
1032 TRUE
, game_text_format
,
1040 game_free_drawstate
,
1044 game_wants_statusbar
,
1045 FALSE
, game_timing_state
,
1046 0, /* mouse_priorities */