Another function pair required for serialisation; these ones save
[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 char *solve_game(game_state *state, game_state *currstate,
383 game_aux_info *aux, char **error)
384 {
385 return dupstr("S");
386 }
387
388 static char *game_text_format(game_state *state)
389 {
390 char *ret, *p, buf[80];
391 int x, y, col, maxlen;
392
393 /*
394 * First work out how many characters we need to display each
395 * number.
396 */
397 col = sprintf(buf, "%d", state->n-1);
398
399 /*
400 * Now we know the exact total size of the grid we're going to
401 * produce: it's got h rows, each containing w lots of col, w-1
402 * spaces and a trailing newline.
403 */
404 maxlen = state->h * state->w * (col+1);
405
406 ret = snewn(maxlen+1, char);
407 p = ret;
408
409 for (y = 0; y < state->h; y++) {
410 for (x = 0; x < state->w; x++) {
411 int v = state->tiles[state->w*y+x];
412 if (v == 0)
413 sprintf(buf, "%*s", col, "");
414 else
415 sprintf(buf, "%*d", col, v);
416 memcpy(p, buf, col);
417 p += col;
418 if (x+1 == state->w)
419 *p++ = '\n';
420 else
421 *p++ = ' ';
422 }
423 }
424
425 assert(p - ret == maxlen);
426 *p = '\0';
427 return ret;
428 }
429
430 static game_ui *new_ui(game_state *state)
431 {
432 return NULL;
433 }
434
435 static void free_ui(game_ui *ui)
436 {
437 }
438
439 char *encode_ui(game_ui *ui)
440 {
441 return NULL;
442 }
443
444 void decode_ui(game_ui *ui, char *encoding)
445 {
446 }
447
448 static void game_changed_state(game_ui *ui, game_state *oldstate,
449 game_state *newstate)
450 {
451 }
452
453 struct game_drawstate {
454 int started;
455 int w, h, bgcolour;
456 int *tiles;
457 int tilesize;
458 };
459
460 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
461 int x, int y, int button)
462 {
463 int gx, gy, dx, dy;
464 char buf[80];
465
466 button &= ~MOD_MASK;
467
468 gx = X(state, state->gap_pos);
469 gy = Y(state, state->gap_pos);
470
471 if (button == CURSOR_RIGHT && gx > 0)
472 dx = gx - 1, dy = gy;
473 else if (button == CURSOR_LEFT && gx < state->w-1)
474 dx = gx + 1, dy = gy;
475 else if (button == CURSOR_DOWN && gy > 0)
476 dy = gy - 1, dx = gx;
477 else if (button == CURSOR_UP && gy < state->h-1)
478 dy = gy + 1, dx = gx;
479 else if (button == LEFT_BUTTON) {
480 dx = FROMCOORD(x);
481 dy = FROMCOORD(y);
482 if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h)
483 return NULL; /* out of bounds */
484 /*
485 * Any click location should be equal to the gap location
486 * in _precisely_ one coordinate.
487 */
488 if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
489 return NULL;
490 } else
491 return NULL; /* no move */
492
493 sprintf(buf, "M%d,%d", dx, dy);
494 return dupstr(buf);
495 }
496
497 static game_state *execute_move(game_state *from, char *move)
498 {
499 int gx, gy, dx, dy, ux, uy, up, p;
500 game_state *ret;
501
502 if (!strcmp(move, "S")) {
503 int i;
504
505 ret = dup_game(from);
506
507 /*
508 * Simply replace the grid with a solved one. For this game,
509 * this isn't a useful operation for actually telling the user
510 * what they should have done, but it is useful for
511 * conveniently being able to get hold of a clean state from
512 * which to practise manoeuvres.
513 */
514 for (i = 0; i < ret->n; i++)
515 ret->tiles[i] = (i+1) % ret->n;
516 ret->gap_pos = ret->n-1;
517 ret->used_solve = ret->just_used_solve = TRUE;
518 ret->completed = ret->movecount = 1;
519
520 return ret;
521 }
522
523 gx = X(from, from->gap_pos);
524 gy = Y(from, from->gap_pos);
525
526 if (move[0] != 'M' ||
527 sscanf(move+1, "%d,%d", &dx, &dy) != 2 ||
528 (dx == gx && dy == gy) || (dx != gx && dy != gy) ||
529 dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
530 return NULL;
531
532 /*
533 * Find the unit displacement from the original gap
534 * position towards this one.
535 */
536 ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
537 uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
538 up = C(from, ux, uy);
539
540 ret = dup_game(from);
541 ret->just_used_solve = FALSE; /* zero this in a hurry */
542
543 ret->gap_pos = C(from, dx, dy);
544 assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
545
546 ret->tiles[ret->gap_pos] = 0;
547
548 for (p = from->gap_pos; p != ret->gap_pos; p += up) {
549 assert(p >= 0 && p < from->n);
550 ret->tiles[p] = from->tiles[p + up];
551 ret->movecount++;
552 }
553
554 /*
555 * See if the game has been completed.
556 */
557 if (!ret->completed) {
558 ret->completed = ret->movecount;
559 for (p = 0; p < ret->n; p++)
560 if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
561 ret->completed = 0;
562 }
563
564 return ret;
565 }
566
567 /* ----------------------------------------------------------------------
568 * Drawing routines.
569 */
570
571 static void game_size(game_params *params, game_drawstate *ds,
572 int *x, int *y, int expand)
573 {
574 int tsx, tsy, ts;
575 /*
576 * Each window dimension equals the tile size times one more
577 * than the grid dimension (the border is half the width of the
578 * tiles).
579 */
580 tsx = *x / (params->w + 1);
581 tsy = *y / (params->h + 1);
582 ts = min(tsx, tsy);
583 if (expand)
584 ds->tilesize = ts;
585 else
586 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
587
588 *x = TILE_SIZE * params->w + 2 * BORDER;
589 *y = TILE_SIZE * params->h + 2 * BORDER;
590 }
591
592 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
593 {
594 float *ret = snewn(3 * NCOLOURS, float);
595 int i;
596 float max;
597
598 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
599
600 /*
601 * Drop the background colour so that the highlight is
602 * noticeably brighter than it while still being under 1.
603 */
604 max = ret[COL_BACKGROUND*3];
605 for (i = 1; i < 3; i++)
606 if (ret[COL_BACKGROUND*3+i] > max)
607 max = ret[COL_BACKGROUND*3+i];
608 if (max * 1.2F > 1.0F) {
609 for (i = 0; i < 3; i++)
610 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
611 }
612
613 for (i = 0; i < 3; i++) {
614 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
615 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
616 ret[COL_TEXT * 3 + i] = 0.0;
617 }
618
619 *ncolours = NCOLOURS;
620 return ret;
621 }
622
623 static game_drawstate *game_new_drawstate(game_state *state)
624 {
625 struct game_drawstate *ds = snew(struct game_drawstate);
626 int i;
627
628 ds->started = FALSE;
629 ds->w = state->w;
630 ds->h = state->h;
631 ds->bgcolour = COL_BACKGROUND;
632 ds->tiles = snewn(ds->w*ds->h, int);
633 ds->tilesize = 0; /* haven't decided yet */
634 for (i = 0; i < ds->w*ds->h; i++)
635 ds->tiles[i] = -1;
636
637 return ds;
638 }
639
640 static void game_free_drawstate(game_drawstate *ds)
641 {
642 sfree(ds->tiles);
643 sfree(ds);
644 }
645
646 static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
647 int x, int y, int tile, int flash_colour)
648 {
649 if (tile == 0) {
650 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
651 flash_colour);
652 } else {
653 int coords[6];
654 char str[40];
655
656 coords[0] = x + TILE_SIZE - 1;
657 coords[1] = y + TILE_SIZE - 1;
658 coords[2] = x + TILE_SIZE - 1;
659 coords[3] = y;
660 coords[4] = x;
661 coords[5] = y + TILE_SIZE - 1;
662 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
663 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
664
665 coords[0] = x;
666 coords[1] = y;
667 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
668 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
669
670 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
671 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
672 flash_colour);
673
674 sprintf(str, "%d", tile);
675 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
676 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
677 COL_TEXT, str);
678 }
679 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
680 }
681
682 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
683 game_state *state, int dir, game_ui *ui,
684 float animtime, float flashtime)
685 {
686 int i, pass, bgcolour;
687
688 if (flashtime > 0) {
689 int frame = (int)(flashtime / FLASH_FRAME);
690 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
691 } else
692 bgcolour = COL_BACKGROUND;
693
694 if (!ds->started) {
695 int coords[10];
696
697 draw_rect(fe, 0, 0,
698 TILE_SIZE * state->w + 2 * BORDER,
699 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
700 draw_update(fe, 0, 0,
701 TILE_SIZE * state->w + 2 * BORDER,
702 TILE_SIZE * state->h + 2 * BORDER);
703
704 /*
705 * Recessed area containing the whole puzzle.
706 */
707 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
708 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
709 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
710 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
711 coords[4] = coords[2] - TILE_SIZE;
712 coords[5] = coords[3] + TILE_SIZE;
713 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
714 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
715 coords[6] = coords[8] + TILE_SIZE;
716 coords[7] = coords[9] - TILE_SIZE;
717 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
718 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
719
720 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
721 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
722 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
723 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
724
725 ds->started = TRUE;
726 }
727
728 /*
729 * Now draw each tile. We do this in two passes to make
730 * animation easy.
731 */
732 for (pass = 0; pass < 2; pass++) {
733 for (i = 0; i < state->n; i++) {
734 int t, t0;
735 /*
736 * Figure out what should be displayed at this
737 * location. It's either a simple tile, or it's a
738 * transition between two tiles (in which case we say
739 * -1 because it must always be drawn).
740 */
741
742 if (oldstate && oldstate->tiles[i] != state->tiles[i])
743 t = -1;
744 else
745 t = state->tiles[i];
746
747 t0 = t;
748
749 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
750 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
751 int x, y;
752
753 /*
754 * Figure out what to _actually_ draw, and where to
755 * draw it.
756 */
757 if (t == -1) {
758 int x0, y0, x1, y1;
759 int j;
760
761 /*
762 * On the first pass, just blank the tile.
763 */
764 if (pass == 0) {
765 x = COORD(X(state, i));
766 y = COORD(Y(state, i));
767 t = 0;
768 } else {
769 float c;
770
771 t = state->tiles[i];
772
773 /*
774 * Don't bother moving the gap; just don't
775 * draw it.
776 */
777 if (t == 0)
778 continue;
779
780 /*
781 * Find the coordinates of this tile in the old and
782 * new states.
783 */
784 x1 = COORD(X(state, i));
785 y1 = COORD(Y(state, i));
786 for (j = 0; j < oldstate->n; j++)
787 if (oldstate->tiles[j] == state->tiles[i])
788 break;
789 assert(j < oldstate->n);
790 x0 = COORD(X(state, j));
791 y0 = COORD(Y(state, j));
792
793 c = (animtime / ANIM_TIME);
794 if (c < 0.0F) c = 0.0F;
795 if (c > 1.0F) c = 1.0F;
796
797 x = x0 + (int)(c * (x1 - x0));
798 y = y0 + (int)(c * (y1 - y0));
799 }
800
801 } else {
802 if (pass == 0)
803 continue;
804 x = COORD(X(state, i));
805 y = COORD(Y(state, i));
806 }
807
808 draw_tile(fe, ds, state, x, y, t, bgcolour);
809 }
810 ds->tiles[i] = t0;
811 }
812 }
813 ds->bgcolour = bgcolour;
814
815 /*
816 * Update the status bar.
817 */
818 {
819 char statusbuf[256];
820
821 /*
822 * Don't show the new status until we're also showing the
823 * new _state_ - after the game animation is complete.
824 */
825 if (oldstate)
826 state = oldstate;
827
828 if (state->used_solve)
829 sprintf(statusbuf, "Moves since auto-solve: %d",
830 state->movecount - state->completed);
831 else
832 sprintf(statusbuf, "%sMoves: %d",
833 (state->completed ? "COMPLETED! " : ""),
834 (state->completed ? state->completed : state->movecount));
835
836 status_bar(fe, statusbuf);
837 }
838 }
839
840 static float game_anim_length(game_state *oldstate,
841 game_state *newstate, int dir, game_ui *ui)
842 {
843 if ((dir > 0 && newstate->just_used_solve) ||
844 (dir < 0 && oldstate->just_used_solve))
845 return 0.0F;
846 else
847 return ANIM_TIME;
848 }
849
850 static float game_flash_length(game_state *oldstate,
851 game_state *newstate, int dir, game_ui *ui)
852 {
853 if (!oldstate->completed && newstate->completed &&
854 !oldstate->used_solve && !newstate->used_solve)
855 return 2 * FLASH_FRAME;
856 else
857 return 0.0F;
858 }
859
860 static int game_wants_statusbar(void)
861 {
862 return TRUE;
863 }
864
865 static int game_timing_state(game_state *state)
866 {
867 return TRUE;
868 }
869
870 #ifdef COMBINED
871 #define thegame fifteen
872 #endif
873
874 const struct game thegame = {
875 "Fifteen", "games.fifteen",
876 default_params,
877 game_fetch_preset,
878 decode_params,
879 encode_params,
880 free_params,
881 dup_params,
882 TRUE, game_configure, custom_params,
883 validate_params,
884 new_game_desc,
885 game_free_aux_info,
886 validate_desc,
887 new_game,
888 dup_game,
889 free_game,
890 TRUE, solve_game,
891 TRUE, game_text_format,
892 new_ui,
893 free_ui,
894 encode_ui,
895 decode_ui,
896 game_changed_state,
897 interpret_move,
898 execute_move,
899 game_size,
900 game_colours,
901 game_new_drawstate,
902 game_free_drawstate,
903 game_redraw,
904 game_anim_length,
905 game_flash_length,
906 game_wants_statusbar,
907 FALSE, game_timing_state,
908 0, /* mouse_priorities */
909 };