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
17 #define BORDER TILE_SIZE /* big border to fill with arrows */
18 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
19 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
20 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
22 #define ANIM_TIME 0.13F
23 #define FLASH_FRAME 0.13F
25 #define X(state, i) ( (i) % (state)->w )
26 #define Y(state, i) ( (i) / (state)->w )
27 #define C(state, x, y) ( (y) * (state)->w + (x) )
46 int just_used_solve
; /* used to suppress undo animation */
47 int used_solve
; /* used to suppress completion flash */
48 int movecount
, movetarget
;
49 int last_movement_sense
;
52 static game_params
*default_params(void)
54 game_params
*ret
= snew(game_params
);
62 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
69 case 0: w
= 3, h
= 3; break;
70 case 1: w
= 4, h
= 3; break;
71 case 2: w
= 4, h
= 4; break;
72 case 3: w
= 5, h
= 4; break;
73 case 4: w
= 5, h
= 5; break;
74 default: return FALSE
;
77 sprintf(buf
, "%dx%d", w
, h
);
79 *params
= ret
= snew(game_params
);
86 static void free_params(game_params
*params
)
91 static game_params
*dup_params(game_params
*params
)
93 game_params
*ret
= snew(game_params
);
94 *ret
= *params
; /* structure copy */
98 static void decode_params(game_params
*ret
, char const *string
)
100 ret
->w
= ret
->h
= atoi(string
);
102 while (*string
&& isdigit(*string
)) string
++;
103 if (*string
== 'x') {
105 ret
->h
= atoi(string
);
106 while (*string
&& isdigit((unsigned char)*string
))
109 if (*string
== 'm') {
111 ret
->movetarget
= atoi(string
);
112 while (*string
&& isdigit((unsigned char)*string
))
117 static char *encode_params(game_params
*params
, int full
)
121 sprintf(data
, "%dx%d", params
->w
, params
->h
);
122 /* Shuffle limit is part of the limited parameters, because we have to
123 * supply the target move count. */
124 if (params
->movetarget
)
125 sprintf(data
+ strlen(data
), "m%d", params
->movetarget
);
130 static config_item
*game_configure(game_params
*params
)
135 ret
= snewn(4, config_item
);
137 ret
[0].name
= "Width";
138 ret
[0].type
= C_STRING
;
139 sprintf(buf
, "%d", params
->w
);
140 ret
[0].sval
= dupstr(buf
);
143 ret
[1].name
= "Height";
144 ret
[1].type
= C_STRING
;
145 sprintf(buf
, "%d", params
->h
);
146 ret
[1].sval
= dupstr(buf
);
149 ret
[2].name
= "Number of shuffling moves";
150 ret
[2].type
= C_STRING
;
151 sprintf(buf
, "%d", params
->movetarget
);
152 ret
[2].sval
= dupstr(buf
);
163 static game_params
*custom_params(config_item
*cfg
)
165 game_params
*ret
= snew(game_params
);
167 ret
->w
= atoi(cfg
[0].sval
);
168 ret
->h
= atoi(cfg
[1].sval
);
169 ret
->movetarget
= atoi(cfg
[2].sval
);
174 static char *validate_params(game_params
*params
)
176 if (params
->w
< 2 || params
->h
< 2)
177 return "Width and height must both be at least two";
182 static int perm_parity(int *perm
, int n
)
188 for (i
= 0; i
< n
-1; i
++)
189 for (j
= i
+1; j
< n
; j
++)
190 if (perm
[i
] > perm
[j
])
196 static char *new_game_desc(game_params
*params
, random_state
*rs
,
197 game_aux_info
**aux
, int interactive
)
205 n
= params
->w
* params
->h
;
207 tiles
= snewn(n
, int);
209 if (params
->movetarget
) {
211 int max
= (params
->w
> params
->h ? params
->w
: params
->h
);
212 int *prevmoves
= snewn(max
, int);
215 * Shuffle the old-fashioned way, by making a series of
216 * single moves on the grid.
219 for (i
= 0; i
< n
; i
++)
222 for (i
= 0; i
< params
->movetarget
; i
++) {
223 int start
, offset
, len
, direction
, index
;
227 * Choose a move to make. We can choose from any row
231 j
= random_upto(rs
, params
->w
+ params
->h
);
241 index
= j
- params
->w
;
242 start
= index
* params
->w
;
247 direction
= -1 + 2 * random_upto(rs
, 2);
250 * To at least _try_ to avoid boring cases, check
251 * that this move doesn't directly undo a previous
252 * one, or repeat it so many times as to turn it
253 * into fewer moves in the opposite direction. (For
254 * example, in a row of length 4, we're allowed to
255 * move it the same way twice, but not three
258 * We track this for each individual row/column,
259 * and clear all the counters as soon as a
260 * perpendicular move is made. This isn't perfect
261 * (it _can't_ guaranteeably be perfect - there
262 * will always come a move count beyond which a
263 * shorter solution will be possible than the one
264 * which constructed the position) but it should
265 * sort out all the obvious cases.
267 if (offset
== prevoffset
) {
268 tmp
= prevmoves
[index
] + direction
;
269 if (abs(2*tmp
) > len
|| abs(tmp
) < abs(prevmoves
[index
]))
273 /* If we didn't `continue', we've found an OK move to make. */
274 if (offset
!= prevoffset
) {
276 for (i
= 0; i
< max
; i
++)
280 prevmoves
[index
] += direction
;
288 start
+= (len
-1) * offset
;
292 for (j
= 0; j
+1 < len
; j
++)
293 tiles
[start
+ j
*offset
] = tiles
[start
+ (j
+1)*offset
];
294 tiles
[start
+ (len
-1) * offset
] = tmp
;
301 used
= snewn(n
, int);
303 for (i
= 0; i
< n
; i
++) {
309 * If both dimensions are odd, there is a parity
312 if (params
->w
& params
->h
& 1)
318 * Place everything except (possibly) the last two tiles.
320 for (x
= 0, i
= n
; i
> stop
; i
--) {
321 int k
= i
> 1 ?
random_upto(rs
, i
) : 0;
324 for (j
= 0; j
< n
; j
++)
325 if (!used
[j
] && (k
-- == 0))
328 assert(j
< n
&& !used
[j
]);
331 while (tiles
[x
] >= 0)
339 * Find the last two locations, and the last two
342 while (tiles
[x
] >= 0)
347 while (tiles
[x
] >= 0)
352 for (i
= 0; i
< n
; i
++)
356 for (i
= p1
+1; i
< n
; i
++)
362 * Try the last two tiles one way round. If that fails,
367 if (perm_parity(tiles
, n
) != 0) {
370 assert(perm_parity(tiles
, n
) == 0);
378 * Now construct the game description, by describing the tile
379 * array as a simple sequence of comma-separated integers.
383 for (i
= 0; i
< n
; i
++) {
387 k
= sprintf(buf
, "%d,", tiles
[i
]+1);
389 ret
= sresize(ret
, retlen
+ k
+ 1, char);
390 strcpy(ret
+ retlen
, buf
);
393 ret
[retlen
-1] = '\0'; /* delete last comma */
400 static void game_free_aux_info(game_aux_info
*aux
)
402 assert(!"Shouldn't happen");
406 static char *validate_desc(game_params
*params
, char *desc
)
412 area
= params
->w
* params
->h
;
416 used
= snewn(area
, int);
417 for (i
= 0; i
< area
; i
++)
420 for (i
= 0; i
< area
; i
++) {
424 if (*p
< '0' || *p
> '9') {
425 err
= "Not enough numbers in string";
428 while (*p
>= '0' && *p
<= '9')
430 if (i
< area
-1 && *p
!= ',') {
431 err
= "Expected comma after number";
434 else if (i
== area
-1 && *p
) {
435 err
= "Excess junk at end of string";
439 if (n
< 1 || n
> area
) {
440 err
= "Number out of range";
444 err
= "Number used twice";
449 if (*p
) p
++; /* eat comma */
457 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
459 game_state
*state
= snew(game_state
);
463 state
->w
= params
->w
;
464 state
->h
= params
->h
;
465 state
->n
= params
->w
* params
->h
;
466 state
->tiles
= snewn(state
->n
, int);
470 for (i
= 0; i
< state
->n
; i
++) {
472 state
->tiles
[i
] = atoi(p
);
473 while (*p
&& *p
!= ',')
475 if (*p
) p
++; /* eat comma */
479 state
->completed
= state
->movecount
= 0;
480 state
->movetarget
= params
->movetarget
;
481 state
->used_solve
= state
->just_used_solve
= FALSE
;
482 state
->last_movement_sense
= 0;
487 static game_state
*dup_game(game_state
*state
)
489 game_state
*ret
= snew(game_state
);
494 ret
->tiles
= snewn(state
->w
* state
->h
, int);
495 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
496 ret
->completed
= state
->completed
;
497 ret
->movecount
= state
->movecount
;
498 ret
->movetarget
= state
->movetarget
;
499 ret
->used_solve
= state
->used_solve
;
500 ret
->just_used_solve
= state
->just_used_solve
;
501 ret
->last_movement_sense
= state
->last_movement_sense
;
506 static void free_game(game_state
*state
)
512 static game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
515 game_state
*ret
= dup_game(state
);
519 * Simply replace the grid with a solved one. For this game,
520 * this isn't a useful operation for actually telling the user
521 * what they should have done, but it is useful for
522 * conveniently being able to get hold of a clean state from
523 * which to practise manoeuvres.
525 for (i
= 0; i
< ret
->n
; i
++)
527 ret
->used_solve
= ret
->just_used_solve
= TRUE
;
528 ret
->completed
= ret
->movecount
= 1;
533 static char *game_text_format(game_state
*state
)
535 char *ret
, *p
, buf
[80];
536 int x
, y
, col
, maxlen
;
539 * First work out how many characters we need to display each
542 col
= sprintf(buf
, "%d", state
->n
);
545 * Now we know the exact total size of the grid we're going to
546 * produce: it's got h rows, each containing w lots of col, w-1
547 * spaces and a trailing newline.
549 maxlen
= state
->h
* state
->w
* (col
+1);
551 ret
= snewn(maxlen
+1, char);
554 for (y
= 0; y
< state
->h
; y
++) {
555 for (x
= 0; x
< state
->w
; x
++) {
556 int v
= state
->tiles
[state
->w
*y
+x
];
557 sprintf(buf
, "%*d", col
, v
);
567 assert(p
- ret
== maxlen
);
572 static game_ui
*new_ui(game_state
*state
)
577 static void free_ui(game_ui
*ui
)
581 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
582 int x
, int y
, int button
) {
584 int dx
, dy
, tx
, ty
, n
;
588 if (button
!= LEFT_BUTTON
&& button
!= RIGHT_BUTTON
)
593 if (cx
== -1 && cy
>= 0 && cy
< from
->h
)
594 n
= from
->w
, dx
= +1, dy
= 0;
595 else if (cx
== from
->w
&& cy
>= 0 && cy
< from
->h
)
596 n
= from
->w
, dx
= -1, dy
= 0;
597 else if (cy
== -1 && cx
>= 0 && cx
< from
->w
)
598 n
= from
->h
, dy
= +1, dx
= 0;
599 else if (cy
== from
->h
&& cx
>= 0 && cx
< from
->w
)
600 n
= from
->h
, dy
= -1, dx
= 0;
602 return NULL
; /* invalid click location */
604 /* reverse direction if right hand button is pressed */
605 if (button
== RIGHT_BUTTON
)
607 dx
= -dx
; if (dx
) cx
= from
->w
- 1 - cx
;
608 dy
= -dy
; if (dy
) cy
= from
->h
- 1 - cy
;
611 ret
= dup_game(from
);
612 ret
->just_used_solve
= FALSE
; /* zero this in a hurry */
617 tx
= (cx
+ dx
+ from
->w
) % from
->w
;
618 ty
= (cy
+ dy
+ from
->h
) % from
->h
;
619 ret
->tiles
[C(ret
, cx
, cy
)] = from
->tiles
[C(from
, tx
, ty
)];
624 ret
->last_movement_sense
= -(dx
+dy
);
627 * See if the game has been completed.
629 if (!ret
->completed
) {
630 ret
->completed
= ret
->movecount
;
631 for (n
= 0; n
< ret
->n
; n
++)
632 if (ret
->tiles
[n
] != n
+1)
633 ret
->completed
= FALSE
;
639 /* ----------------------------------------------------------------------
643 struct game_drawstate
{
649 static void game_size(game_params
*params
, int *x
, int *y
)
651 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
652 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
655 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
657 float *ret
= snewn(3 * NCOLOURS
, float);
661 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
664 * Drop the background colour so that the highlight is
665 * noticeably brighter than it while still being under 1.
667 max
= ret
[COL_BACKGROUND
*3];
668 for (i
= 1; i
< 3; i
++)
669 if (ret
[COL_BACKGROUND
*3+i
] > max
)
670 max
= ret
[COL_BACKGROUND
*3+i
];
671 if (max
* 1.2F
> 1.0F
) {
672 for (i
= 0; i
< 3; i
++)
673 ret
[COL_BACKGROUND
*3+i
] /= (max
* 1.2F
);
676 for (i
= 0; i
< 3; i
++) {
677 ret
[COL_HIGHLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 1.2F
;
678 ret
[COL_LOWLIGHT
* 3 + i
] = ret
[COL_BACKGROUND
* 3 + i
] * 0.8F
;
679 ret
[COL_TEXT
* 3 + i
] = 0.0;
682 *ncolours
= NCOLOURS
;
686 static game_drawstate
*game_new_drawstate(game_state
*state
)
688 struct game_drawstate
*ds
= snew(struct game_drawstate
);
694 ds
->bgcolour
= COL_BACKGROUND
;
695 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
696 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
702 static void game_free_drawstate(game_drawstate
*ds
)
708 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
709 int tile
, int flash_colour
)
712 draw_rect(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
,
718 coords
[0] = x
+ TILE_SIZE
- 1;
719 coords
[1] = y
+ TILE_SIZE
- 1;
720 coords
[2] = x
+ TILE_SIZE
- 1;
723 coords
[5] = y
+ TILE_SIZE
- 1;
724 draw_polygon(fe
, coords
, 3, TRUE
, COL_LOWLIGHT
);
725 draw_polygon(fe
, coords
, 3, FALSE
, COL_LOWLIGHT
);
729 draw_polygon(fe
, coords
, 3, TRUE
, COL_HIGHLIGHT
);
730 draw_polygon(fe
, coords
, 3, FALSE
, COL_HIGHLIGHT
);
732 draw_rect(fe
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
733 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
736 sprintf(str
, "%d", tile
);
737 draw_text(fe
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
738 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
741 draw_update(fe
, x
, y
, TILE_SIZE
, TILE_SIZE
);
744 static void draw_arrow(frontend
*fe
, int x
, int y
, int xdx
, int xdy
)
747 int ydy
= -xdx
, ydx
= xdy
;
749 #define POINT(n, xx, yy) ( \
750 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
751 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
753 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
754 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
755 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
756 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
757 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
758 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
759 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
761 draw_polygon(fe
, coords
, 7, TRUE
, COL_LOWLIGHT
);
762 draw_polygon(fe
, coords
, 7, FALSE
, COL_TEXT
);
765 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
766 game_state
*state
, int dir
, game_ui
*ui
,
767 float animtime
, float flashtime
)
772 int frame
= (int)(flashtime
/ FLASH_FRAME
);
773 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
775 bgcolour
= COL_BACKGROUND
;
781 TILE_SIZE
* state
->w
+ 2 * BORDER
,
782 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
783 draw_update(fe
, 0, 0,
784 TILE_SIZE
* state
->w
+ 2 * BORDER
,
785 TILE_SIZE
* state
->h
+ 2 * BORDER
);
788 * Recessed area containing the whole puzzle.
790 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
791 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
792 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
793 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
794 coords
[4] = coords
[2] - TILE_SIZE
;
795 coords
[5] = coords
[3] + TILE_SIZE
;
796 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
797 coords
[9] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
798 coords
[6] = coords
[8] + TILE_SIZE
;
799 coords
[7] = coords
[9] - TILE_SIZE
;
800 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
801 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
803 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
804 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
805 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
806 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
809 * Arrows for making moves.
811 for (i
= 0; i
< state
->w
; i
++) {
812 draw_arrow(fe
, COORD(i
), COORD(0), +1, 0);
813 draw_arrow(fe
, COORD(i
+1), COORD(state
->h
), -1, 0);
815 for (i
= 0; i
< state
->h
; i
++) {
816 draw_arrow(fe
, COORD(state
->w
), COORD(i
), 0, +1);
817 draw_arrow(fe
, COORD(0), COORD(i
+1), 0, -1);
824 * Now draw each tile.
827 clip(fe
, COORD(0), COORD(0), TILE_SIZE
*state
->w
, TILE_SIZE
*state
->h
);
829 for (i
= 0; i
< state
->n
; i
++) {
832 * Figure out what should be displayed at this
833 * location. It's either a simple tile, or it's a
834 * transition between two tiles (in which case we say
835 * -1 because it must always be drawn).
838 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
845 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
846 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
850 * Figure out what to _actually_ draw, and where to
854 int x0
, y0
, x1
, y1
, dx
, dy
;
861 sense
= -oldstate
->last_movement_sense
;
863 sense
= state
->last_movement_sense
;
869 * FIXME: must be prepared to draw a double
870 * tile in some situations.
874 * Find the coordinates of this tile in the old and
877 x1
= COORD(X(state
, i
));
878 y1
= COORD(Y(state
, i
));
879 for (j
= 0; j
< oldstate
->n
; j
++)
880 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
882 assert(j
< oldstate
->n
);
883 x0
= COORD(X(state
, j
));
884 y0
= COORD(Y(state
, j
));
888 dx
!= TILE_SIZE
* sense
) {
889 dx
= (dx
< 0 ? dx
+ TILE_SIZE
* state
->w
:
890 dx
- TILE_SIZE
* state
->w
);
891 assert(abs(dx
) == TILE_SIZE
);
895 dy
!= TILE_SIZE
* sense
) {
896 dy
= (dy
< 0 ? dy
+ TILE_SIZE
* state
->h
:
897 dy
- TILE_SIZE
* state
->h
);
898 assert(abs(dy
) == TILE_SIZE
);
901 c
= (animtime
/ ANIM_TIME
);
902 if (c
< 0.0F
) c
= 0.0F
;
903 if (c
> 1.0F
) c
= 1.0F
;
905 x
= x0
+ (int)(c
* dx
);
906 y
= y0
+ (int)(c
* dy
);
907 x2
= x1
- dx
+ (int)(c
* dx
);
908 y2
= y1
- dy
+ (int)(c
* dy
);
910 x
= COORD(X(state
, i
));
911 y
= COORD(Y(state
, i
));
915 draw_tile(fe
, state
, x
, y
, t
, bgcolour
);
916 if (x2
!= -1 || y2
!= -1)
917 draw_tile(fe
, state
, x2
, y2
, t
, bgcolour
);
924 ds
->bgcolour
= bgcolour
;
927 * Update the status bar.
933 * Don't show the new status until we're also showing the
934 * new _state_ - after the game animation is complete.
939 if (state
->used_solve
)
940 sprintf(statusbuf
, "Moves since auto-solve: %d",
941 state
->movecount
- state
->completed
);
943 sprintf(statusbuf
, "%sMoves: %d",
944 (state
->completed ?
"COMPLETED! " : ""),
945 (state
->completed ? state
->completed
: state
->movecount
));
946 if (state
->movetarget
)
947 sprintf(statusbuf
+strlen(statusbuf
), " (target %d)",
951 status_bar(fe
, statusbuf
);
955 static float game_anim_length(game_state
*oldstate
,
956 game_state
*newstate
, int dir
, game_ui
*ui
)
958 if ((dir
> 0 && newstate
->just_used_solve
) ||
959 (dir
< 0 && oldstate
->just_used_solve
))
965 static float game_flash_length(game_state
*oldstate
,
966 game_state
*newstate
, int dir
, game_ui
*ui
)
968 if (!oldstate
->completed
&& newstate
->completed
&&
969 !oldstate
->used_solve
&& !newstate
->used_solve
)
970 return 2 * FLASH_FRAME
;
975 static int game_wants_statusbar(void)
980 static int game_timing_state(game_state
*state
)
986 #define thegame sixteen
989 const struct game thegame
= {
990 "Sixteen", "games.sixteen",
997 TRUE
, game_configure
, custom_params
,
1006 TRUE
, game_text_format
,
1013 game_free_drawstate
,
1017 game_wants_statusbar
,
1018 FALSE
, game_timing_state
,
1019 0, /* mouse_priorities */