Refactoring from James H: the highlight and lowlight colour setup
[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, int full)
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 char **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
402 static char *validate_desc(game_params *params, char *desc)
403 {
404 char *p, *err;
405 int i, area;
406 int *used;
407
408 area = params->w * params->h;
409 p = desc;
410 err = NULL;
411
412 used = snewn(area, int);
413 for (i = 0; i < area; i++)
414 used[i] = FALSE;
415
416 for (i = 0; i < area; i++) {
417 char *q = p;
418 int n;
419
420 if (*p < '0' || *p > '9') {
421 err = "Not enough numbers in string";
422 goto leave;
423 }
424 while (*p >= '0' && *p <= '9')
425 p++;
426 if (i < area-1 && *p != ',') {
427 err = "Expected comma after number";
428 goto leave;
429 }
430 else if (i == area-1 && *p) {
431 err = "Excess junk at end of string";
432 goto leave;
433 }
434 n = atoi(q);
435 if (n < 1 || n > area) {
436 err = "Number out of range";
437 goto leave;
438 }
439 if (used[n-1]) {
440 err = "Number used twice";
441 goto leave;
442 }
443 used[n-1] = TRUE;
444
445 if (*p) p++; /* eat comma */
446 }
447
448 leave:
449 sfree(used);
450 return err;
451 }
452
453 static game_state *new_game(midend_data *me, game_params *params, char *desc)
454 {
455 game_state *state = snew(game_state);
456 int i;
457 char *p;
458
459 state->w = params->w;
460 state->h = params->h;
461 state->n = params->w * params->h;
462 state->tiles = snewn(state->n, int);
463
464 p = desc;
465 i = 0;
466 for (i = 0; i < state->n; i++) {
467 assert(*p);
468 state->tiles[i] = atoi(p);
469 while (*p && *p != ',')
470 p++;
471 if (*p) p++; /* eat comma */
472 }
473 assert(!*p);
474
475 state->completed = state->movecount = 0;
476 state->movetarget = params->movetarget;
477 state->used_solve = state->just_used_solve = FALSE;
478 state->last_movement_sense = 0;
479
480 return state;
481 }
482
483 static game_state *dup_game(game_state *state)
484 {
485 game_state *ret = snew(game_state);
486
487 ret->w = state->w;
488 ret->h = state->h;
489 ret->n = state->n;
490 ret->tiles = snewn(state->w * state->h, int);
491 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
492 ret->completed = state->completed;
493 ret->movecount = state->movecount;
494 ret->movetarget = state->movetarget;
495 ret->used_solve = state->used_solve;
496 ret->just_used_solve = state->just_used_solve;
497 ret->last_movement_sense = state->last_movement_sense;
498
499 return ret;
500 }
501
502 static void free_game(game_state *state)
503 {
504 sfree(state->tiles);
505 sfree(state);
506 }
507
508 static char *solve_game(game_state *state, game_state *currstate,
509 char *aux, char **error)
510 {
511 return dupstr("S");
512 }
513
514 static char *game_text_format(game_state *state)
515 {
516 char *ret, *p, buf[80];
517 int x, y, col, maxlen;
518
519 /*
520 * First work out how many characters we need to display each
521 * number.
522 */
523 col = sprintf(buf, "%d", state->n);
524
525 /*
526 * Now we know the exact total size of the grid we're going to
527 * produce: it's got h rows, each containing w lots of col, w-1
528 * spaces and a trailing newline.
529 */
530 maxlen = state->h * state->w * (col+1);
531
532 ret = snewn(maxlen+1, char);
533 p = ret;
534
535 for (y = 0; y < state->h; y++) {
536 for (x = 0; x < state->w; x++) {
537 int v = state->tiles[state->w*y+x];
538 sprintf(buf, "%*d", col, v);
539 memcpy(p, buf, col);
540 p += col;
541 if (x+1 == state->w)
542 *p++ = '\n';
543 else
544 *p++ = ' ';
545 }
546 }
547
548 assert(p - ret == maxlen);
549 *p = '\0';
550 return ret;
551 }
552
553 static game_ui *new_ui(game_state *state)
554 {
555 return NULL;
556 }
557
558 static void free_ui(game_ui *ui)
559 {
560 }
561
562 static char *encode_ui(game_ui *ui)
563 {
564 return NULL;
565 }
566
567 static void decode_ui(game_ui *ui, char *encoding)
568 {
569 }
570
571 static void game_changed_state(game_ui *ui, game_state *oldstate,
572 game_state *newstate)
573 {
574 }
575
576 struct game_drawstate {
577 int started;
578 int w, h, bgcolour;
579 int *tiles;
580 int tilesize;
581 };
582
583 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
584 int x, int y, int button)
585 {
586 int cx, cy, dx, dy;
587 char buf[80];
588
589 button &= ~MOD_MASK;
590 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
591 return NULL;
592
593 cx = FROMCOORD(x);
594 cy = FROMCOORD(y);
595 if (cx == -1 && cy >= 0 && cy < state->h)
596 dx = -1, dy = 0;
597 else if (cx == state->w && cy >= 0 && cy < state->h)
598 dx = +1, dy = 0;
599 else if (cy == -1 && cx >= 0 && cx < state->w)
600 dy = -1, dx = 0;
601 else if (cy == state->h && cx >= 0 && cx < state->w)
602 dy = +1, dx = 0;
603 else
604 return NULL; /* invalid click location */
605
606 /* reverse direction if right hand button is pressed */
607 if (button == RIGHT_BUTTON) {
608 dx = -dx;
609 dy = -dy;
610 }
611
612 if (dx)
613 sprintf(buf, "R%d,%d", cy, dx);
614 else
615 sprintf(buf, "C%d,%d", cx, dy);
616 return dupstr(buf);
617 }
618
619 static game_state *execute_move(game_state *from, char *move)
620 {
621 int cx, cy, dx, dy;
622 int tx, ty, n;
623 game_state *ret;
624
625 if (!strcmp(move, "S")) {
626 int i;
627
628 ret = dup_game(from);
629
630 /*
631 * Simply replace the grid with a solved one. For this game,
632 * this isn't a useful operation for actually telling the user
633 * what they should have done, but it is useful for
634 * conveniently being able to get hold of a clean state from
635 * which to practise manoeuvres.
636 */
637 for (i = 0; i < ret->n; i++)
638 ret->tiles[i] = i+1;
639 ret->used_solve = ret->just_used_solve = TRUE;
640 ret->completed = ret->movecount = 1;
641
642 return ret;
643 }
644
645 if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 &&
646 cy >= 0 && cy < from->h) {
647 cx = dy = 0;
648 n = from->w;
649 } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 &&
650 cx >= 0 && cx < from->w) {
651 cy = dx = 0;
652 n = from->h;
653 } else
654 return NULL;
655
656 ret = dup_game(from);
657 ret->just_used_solve = FALSE; /* zero this in a hurry */
658
659 do {
660 tx = (cx - dx + from->w) % from->w;
661 ty = (cy - dy + from->h) % from->h;
662 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
663 cx = tx;
664 cy = ty;
665 } while (--n > 0);
666
667 ret->movecount++;
668
669 ret->last_movement_sense = dx+dy;
670
671 /*
672 * See if the game has been completed.
673 */
674 if (!ret->completed) {
675 ret->completed = ret->movecount;
676 for (n = 0; n < ret->n; n++)
677 if (ret->tiles[n] != n+1)
678 ret->completed = FALSE;
679 }
680
681 return ret;
682 }
683
684 /* ----------------------------------------------------------------------
685 * Drawing routines.
686 */
687
688 static void game_compute_size(game_params *params, int tilesize,
689 int *x, int *y)
690 {
691 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
692 struct { int tilesize; } ads, *ds = &ads;
693 ads.tilesize = tilesize;
694
695 *x = TILE_SIZE * params->w + 2 * BORDER;
696 *y = TILE_SIZE * params->h + 2 * BORDER;
697 }
698
699 static void game_set_size(game_drawstate *ds, game_params *params,
700 int tilesize)
701 {
702 ds->tilesize = tilesize;
703 }
704
705 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
706 {
707 float *ret = snewn(3 * NCOLOURS, float);
708 int i;
709
710 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
711
712 for (i = 0; i < 3; i++)
713 ret[COL_TEXT * 3 + i] = 0.0;
714
715 *ncolours = NCOLOURS;
716 return ret;
717 }
718
719 static game_drawstate *game_new_drawstate(game_state *state)
720 {
721 struct game_drawstate *ds = snew(struct game_drawstate);
722 int i;
723
724 ds->started = FALSE;
725 ds->w = state->w;
726 ds->h = state->h;
727 ds->bgcolour = COL_BACKGROUND;
728 ds->tiles = snewn(ds->w*ds->h, int);
729 ds->tilesize = 0; /* haven't decided yet */
730 for (i = 0; i < ds->w*ds->h; i++)
731 ds->tiles[i] = -1;
732
733 return ds;
734 }
735
736 static void game_free_drawstate(game_drawstate *ds)
737 {
738 sfree(ds->tiles);
739 sfree(ds);
740 }
741
742 static void draw_tile(frontend *fe, game_drawstate *ds,
743 game_state *state, int x, int y,
744 int tile, int flash_colour)
745 {
746 if (tile == 0) {
747 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
748 flash_colour);
749 } else {
750 int coords[6];
751 char str[40];
752
753 coords[0] = x + TILE_SIZE - 1;
754 coords[1] = y + TILE_SIZE - 1;
755 coords[2] = x + TILE_SIZE - 1;
756 coords[3] = y;
757 coords[4] = x;
758 coords[5] = y + TILE_SIZE - 1;
759 draw_polygon(fe, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
760
761 coords[0] = x;
762 coords[1] = y;
763 draw_polygon(fe, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
764
765 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
766 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
767 flash_colour);
768
769 sprintf(str, "%d", tile);
770 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
771 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
772 COL_TEXT, str);
773 }
774 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
775 }
776
777 static void draw_arrow(frontend *fe, game_drawstate *ds,
778 int x, int y, int xdx, int xdy)
779 {
780 int coords[14];
781 int ydy = -xdx, ydx = xdy;
782
783 #define POINT(n, xx, yy) ( \
784 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
785 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
786
787 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
788 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
789 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
790 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
791 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
792 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
793 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
794
795 draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT);
796 }
797
798 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
799 game_state *state, int dir, game_ui *ui,
800 float animtime, float flashtime)
801 {
802 int i, bgcolour;
803
804 if (flashtime > 0) {
805 int frame = (int)(flashtime / FLASH_FRAME);
806 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
807 } else
808 bgcolour = COL_BACKGROUND;
809
810 if (!ds->started) {
811 int coords[10];
812
813 draw_rect(fe, 0, 0,
814 TILE_SIZE * state->w + 2 * BORDER,
815 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
816 draw_update(fe, 0, 0,
817 TILE_SIZE * state->w + 2 * BORDER,
818 TILE_SIZE * state->h + 2 * BORDER);
819
820 /*
821 * Recessed area containing the whole puzzle.
822 */
823 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
824 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
825 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
826 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
827 coords[4] = coords[2] - TILE_SIZE;
828 coords[5] = coords[3] + TILE_SIZE;
829 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
830 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
831 coords[6] = coords[8] + TILE_SIZE;
832 coords[7] = coords[9] - TILE_SIZE;
833 draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
834
835 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
836 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
837 draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
838
839 /*
840 * Arrows for making moves.
841 */
842 for (i = 0; i < state->w; i++) {
843 draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
844 draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
845 }
846 for (i = 0; i < state->h; i++) {
847 draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
848 draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
849 }
850
851 ds->started = TRUE;
852 }
853
854 /*
855 * Now draw each tile.
856 */
857
858 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
859
860 for (i = 0; i < state->n; i++) {
861 int t, t0;
862 /*
863 * Figure out what should be displayed at this
864 * location. It's either a simple tile, or it's a
865 * transition between two tiles (in which case we say
866 * -1 because it must always be drawn).
867 */
868
869 if (oldstate && oldstate->tiles[i] != state->tiles[i])
870 t = -1;
871 else
872 t = state->tiles[i];
873
874 t0 = t;
875
876 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
877 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
878 int x, y, x2, y2;
879
880 /*
881 * Figure out what to _actually_ draw, and where to
882 * draw it.
883 */
884 if (t == -1) {
885 int x0, y0, x1, y1, dx, dy;
886 int j;
887 float c;
888 int sense;
889
890 if (dir < 0) {
891 assert(oldstate);
892 sense = -oldstate->last_movement_sense;
893 } else {
894 sense = state->last_movement_sense;
895 }
896
897 t = state->tiles[i];
898
899 /*
900 * FIXME: must be prepared to draw a double
901 * tile in some situations.
902 */
903
904 /*
905 * Find the coordinates of this tile in the old and
906 * new states.
907 */
908 x1 = COORD(X(state, i));
909 y1 = COORD(Y(state, i));
910 for (j = 0; j < oldstate->n; j++)
911 if (oldstate->tiles[j] == state->tiles[i])
912 break;
913 assert(j < oldstate->n);
914 x0 = COORD(X(state, j));
915 y0 = COORD(Y(state, j));
916
917 dx = (x1 - x0);
918 if (dx != 0 &&
919 dx != TILE_SIZE * sense) {
920 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
921 dx - TILE_SIZE * state->w);
922 assert(abs(dx) == TILE_SIZE);
923 }
924 dy = (y1 - y0);
925 if (dy != 0 &&
926 dy != TILE_SIZE * sense) {
927 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
928 dy - TILE_SIZE * state->h);
929 assert(abs(dy) == TILE_SIZE);
930 }
931
932 c = (animtime / ANIM_TIME);
933 if (c < 0.0F) c = 0.0F;
934 if (c > 1.0F) c = 1.0F;
935
936 x = x0 + (int)(c * dx);
937 y = y0 + (int)(c * dy);
938 x2 = x1 - dx + (int)(c * dx);
939 y2 = y1 - dy + (int)(c * dy);
940 } else {
941 x = COORD(X(state, i));
942 y = COORD(Y(state, i));
943 x2 = y2 = -1;
944 }
945
946 draw_tile(fe, ds, state, x, y, t, bgcolour);
947 if (x2 != -1 || y2 != -1)
948 draw_tile(fe, ds, state, x2, y2, t, bgcolour);
949 }
950 ds->tiles[i] = t0;
951 }
952
953 unclip(fe);
954
955 ds->bgcolour = bgcolour;
956
957 /*
958 * Update the status bar.
959 */
960 {
961 char statusbuf[256];
962
963 /*
964 * Don't show the new status until we're also showing the
965 * new _state_ - after the game animation is complete.
966 */
967 if (oldstate)
968 state = oldstate;
969
970 if (state->used_solve)
971 sprintf(statusbuf, "Moves since auto-solve: %d",
972 state->movecount - state->completed);
973 else {
974 sprintf(statusbuf, "%sMoves: %d",
975 (state->completed ? "COMPLETED! " : ""),
976 (state->completed ? state->completed : state->movecount));
977 if (state->movetarget)
978 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
979 state->movetarget);
980 }
981
982 status_bar(fe, statusbuf);
983 }
984 }
985
986 static float game_anim_length(game_state *oldstate,
987 game_state *newstate, int dir, game_ui *ui)
988 {
989 if ((dir > 0 && newstate->just_used_solve) ||
990 (dir < 0 && oldstate->just_used_solve))
991 return 0.0F;
992 else
993 return ANIM_TIME;
994 }
995
996 static float game_flash_length(game_state *oldstate,
997 game_state *newstate, int dir, game_ui *ui)
998 {
999 if (!oldstate->completed && newstate->completed &&
1000 !oldstate->used_solve && !newstate->used_solve)
1001 return 2 * FLASH_FRAME;
1002 else
1003 return 0.0F;
1004 }
1005
1006 static int game_wants_statusbar(void)
1007 {
1008 return TRUE;
1009 }
1010
1011 static int game_timing_state(game_state *state)
1012 {
1013 return TRUE;
1014 }
1015
1016 #ifdef COMBINED
1017 #define thegame sixteen
1018 #endif
1019
1020 const struct game thegame = {
1021 "Sixteen", "games.sixteen",
1022 default_params,
1023 game_fetch_preset,
1024 decode_params,
1025 encode_params,
1026 free_params,
1027 dup_params,
1028 TRUE, game_configure, custom_params,
1029 validate_params,
1030 new_game_desc,
1031 validate_desc,
1032 new_game,
1033 dup_game,
1034 free_game,
1035 TRUE, solve_game,
1036 TRUE, game_text_format,
1037 new_ui,
1038 free_ui,
1039 encode_ui,
1040 decode_ui,
1041 game_changed_state,
1042 interpret_move,
1043 execute_move,
1044 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1045 game_colours,
1046 game_new_drawstate,
1047 game_free_drawstate,
1048 game_redraw,
1049 game_anim_length,
1050 game_flash_length,
1051 game_wants_statusbar,
1052 FALSE, game_timing_state,
1053 0, /* mouse_priorities */
1054 };