Re-architecting of the game backend interface. make_move() has been
[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 char *solve_game(game_state *state, game_state *currstate,
514 game_aux_info *aux, char **error)
515 {
516 return dupstr("S");
517 }
518
519 static char *game_text_format(game_state *state)
520 {
521 char *ret, *p, buf[80];
522 int x, y, col, maxlen;
523
524 /*
525 * First work out how many characters we need to display each
526 * number.
527 */
528 col = sprintf(buf, "%d", state->n);
529
530 /*
531 * Now we know the exact total size of the grid we're going to
532 * produce: it's got h rows, each containing w lots of col, w-1
533 * spaces and a trailing newline.
534 */
535 maxlen = state->h * state->w * (col+1);
536
537 ret = snewn(maxlen+1, char);
538 p = ret;
539
540 for (y = 0; y < state->h; y++) {
541 for (x = 0; x < state->w; x++) {
542 int v = state->tiles[state->w*y+x];
543 sprintf(buf, "%*d", col, v);
544 memcpy(p, buf, col);
545 p += col;
546 if (x+1 == state->w)
547 *p++ = '\n';
548 else
549 *p++ = ' ';
550 }
551 }
552
553 assert(p - ret == maxlen);
554 *p = '\0';
555 return ret;
556 }
557
558 static game_ui *new_ui(game_state *state)
559 {
560 return NULL;
561 }
562
563 static void free_ui(game_ui *ui)
564 {
565 }
566
567 static void game_changed_state(game_ui *ui, game_state *oldstate,
568 game_state *newstate)
569 {
570 }
571
572 struct game_drawstate {
573 int started;
574 int w, h, bgcolour;
575 int *tiles;
576 int tilesize;
577 };
578
579 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
580 int x, int y, int button)
581 {
582 int cx, cy, dx, dy;
583 char buf[80];
584
585 button &= ~MOD_MASK;
586 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
587 return NULL;
588
589 cx = FROMCOORD(x);
590 cy = FROMCOORD(y);
591 if (cx == -1 && cy >= 0 && cy < state->h)
592 dx = -1, dy = 0;
593 else if (cx == state->w && cy >= 0 && cy < state->h)
594 dx = +1, dy = 0;
595 else if (cy == -1 && cx >= 0 && cx < state->w)
596 dy = -1, dx = 0;
597 else if (cy == state->h && cx >= 0 && cx < state->w)
598 dy = +1, dx = 0;
599 else
600 return NULL; /* invalid click location */
601
602 /* reverse direction if right hand button is pressed */
603 if (button == RIGHT_BUTTON) {
604 dx = -dx;
605 dy = -dy;
606 }
607
608 if (dx)
609 sprintf(buf, "R%d,%d", cy, dx);
610 else
611 sprintf(buf, "C%d,%d", cx, dy);
612 return dupstr(buf);
613 }
614
615 static game_state *execute_move(game_state *from, char *move)
616 {
617 int cx, cy, dx, dy;
618 int tx, ty, n;
619 game_state *ret;
620
621 if (!strcmp(move, "S")) {
622 int i;
623
624 ret = dup_game(from);
625
626 /*
627 * Simply replace the grid with a solved one. For this game,
628 * this isn't a useful operation for actually telling the user
629 * what they should have done, but it is useful for
630 * conveniently being able to get hold of a clean state from
631 * which to practise manoeuvres.
632 */
633 for (i = 0; i < ret->n; i++)
634 ret->tiles[i] = i+1;
635 ret->used_solve = ret->just_used_solve = TRUE;
636 ret->completed = ret->movecount = 1;
637
638 return ret;
639 }
640
641 if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 &&
642 cy >= 0 && cy < from->h) {
643 cx = dy = 0;
644 n = from->w;
645 } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 &&
646 cx >= 0 && cx < from->w) {
647 cy = dx = 0;
648 n = from->h;
649 } else
650 return NULL;
651
652 ret = dup_game(from);
653 ret->just_used_solve = FALSE; /* zero this in a hurry */
654
655 do {
656 tx = (cx - dx + from->w) % from->w;
657 ty = (cy - dy + from->h) % from->h;
658 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
659 cx = tx;
660 cy = ty;
661 } while (--n > 0);
662
663 ret->movecount++;
664
665 ret->last_movement_sense = dx+dy;
666
667 /*
668 * See if the game has been completed.
669 */
670 if (!ret->completed) {
671 ret->completed = ret->movecount;
672 for (n = 0; n < ret->n; n++)
673 if (ret->tiles[n] != n+1)
674 ret->completed = FALSE;
675 }
676
677 return ret;
678 }
679
680 /* ----------------------------------------------------------------------
681 * Drawing routines.
682 */
683
684 static void game_size(game_params *params, game_drawstate *ds,
685 int *x, int *y, int expand)
686 {
687 int tsx, tsy, ts;
688 /*
689 * Each window dimension equals the tile size times two more
690 * than the grid dimension (the border is the same size as the
691 * tiles).
692 */
693 tsx = *x / (params->w + 2);
694 tsy = *y / (params->h + 2);
695 ts = min(tsx, tsy);
696
697 if (expand)
698 ds->tilesize = ts;
699 else
700 ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
701
702 *x = TILE_SIZE * params->w + 2 * BORDER;
703 *y = TILE_SIZE * params->h + 2 * BORDER;
704 }
705
706 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
707 {
708 float *ret = snewn(3 * NCOLOURS, float);
709 int i;
710 float max;
711
712 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
713
714 /*
715 * Drop the background colour so that the highlight is
716 * noticeably brighter than it while still being under 1.
717 */
718 max = ret[COL_BACKGROUND*3];
719 for (i = 1; i < 3; i++)
720 if (ret[COL_BACKGROUND*3+i] > max)
721 max = ret[COL_BACKGROUND*3+i];
722 if (max * 1.2F > 1.0F) {
723 for (i = 0; i < 3; i++)
724 ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
725 }
726
727 for (i = 0; i < 3; i++) {
728 ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
729 ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
730 ret[COL_TEXT * 3 + i] = 0.0;
731 }
732
733 *ncolours = NCOLOURS;
734 return ret;
735 }
736
737 static game_drawstate *game_new_drawstate(game_state *state)
738 {
739 struct game_drawstate *ds = snew(struct game_drawstate);
740 int i;
741
742 ds->started = FALSE;
743 ds->w = state->w;
744 ds->h = state->h;
745 ds->bgcolour = COL_BACKGROUND;
746 ds->tiles = snewn(ds->w*ds->h, int);
747 ds->tilesize = 0; /* haven't decided yet */
748 for (i = 0; i < ds->w*ds->h; i++)
749 ds->tiles[i] = -1;
750
751 return ds;
752 }
753
754 static void game_free_drawstate(game_drawstate *ds)
755 {
756 sfree(ds->tiles);
757 sfree(ds);
758 }
759
760 static void draw_tile(frontend *fe, game_drawstate *ds,
761 game_state *state, int x, int y,
762 int tile, int flash_colour)
763 {
764 if (tile == 0) {
765 draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
766 flash_colour);
767 } else {
768 int coords[6];
769 char str[40];
770
771 coords[0] = x + TILE_SIZE - 1;
772 coords[1] = y + TILE_SIZE - 1;
773 coords[2] = x + TILE_SIZE - 1;
774 coords[3] = y;
775 coords[4] = x;
776 coords[5] = y + TILE_SIZE - 1;
777 draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
778 draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
779
780 coords[0] = x;
781 coords[1] = y;
782 draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
783 draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
784
785 draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
786 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
787 flash_colour);
788
789 sprintf(str, "%d", tile);
790 draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
791 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
792 COL_TEXT, str);
793 }
794 draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
795 }
796
797 static void draw_arrow(frontend *fe, game_drawstate *ds,
798 int x, int y, int xdx, int xdy)
799 {
800 int coords[14];
801 int ydy = -xdx, ydx = xdy;
802
803 #define POINT(n, xx, yy) ( \
804 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
805 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
806
807 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
808 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
809 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
810 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
811 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
812 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
813 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
814
815 draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
816 draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
817 }
818
819 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
820 game_state *state, int dir, game_ui *ui,
821 float animtime, float flashtime)
822 {
823 int i, bgcolour;
824
825 if (flashtime > 0) {
826 int frame = (int)(flashtime / FLASH_FRAME);
827 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
828 } else
829 bgcolour = COL_BACKGROUND;
830
831 if (!ds->started) {
832 int coords[10];
833
834 draw_rect(fe, 0, 0,
835 TILE_SIZE * state->w + 2 * BORDER,
836 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
837 draw_update(fe, 0, 0,
838 TILE_SIZE * state->w + 2 * BORDER,
839 TILE_SIZE * state->h + 2 * BORDER);
840
841 /*
842 * Recessed area containing the whole puzzle.
843 */
844 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
845 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
846 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
847 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
848 coords[4] = coords[2] - TILE_SIZE;
849 coords[5] = coords[3] + TILE_SIZE;
850 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
851 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
852 coords[6] = coords[8] + TILE_SIZE;
853 coords[7] = coords[9] - TILE_SIZE;
854 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
855 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
856
857 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
858 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
859 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
860 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
861
862 /*
863 * Arrows for making moves.
864 */
865 for (i = 0; i < state->w; i++) {
866 draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0);
867 draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0);
868 }
869 for (i = 0; i < state->h; i++) {
870 draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1);
871 draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1);
872 }
873
874 ds->started = TRUE;
875 }
876
877 /*
878 * Now draw each tile.
879 */
880
881 clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
882
883 for (i = 0; i < state->n; i++) {
884 int t, t0;
885 /*
886 * Figure out what should be displayed at this
887 * location. It's either a simple tile, or it's a
888 * transition between two tiles (in which case we say
889 * -1 because it must always be drawn).
890 */
891
892 if (oldstate && oldstate->tiles[i] != state->tiles[i])
893 t = -1;
894 else
895 t = state->tiles[i];
896
897 t0 = t;
898
899 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
900 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
901 int x, y, x2, y2;
902
903 /*
904 * Figure out what to _actually_ draw, and where to
905 * draw it.
906 */
907 if (t == -1) {
908 int x0, y0, x1, y1, dx, dy;
909 int j;
910 float c;
911 int sense;
912
913 if (dir < 0) {
914 assert(oldstate);
915 sense = -oldstate->last_movement_sense;
916 } else {
917 sense = state->last_movement_sense;
918 }
919
920 t = state->tiles[i];
921
922 /*
923 * FIXME: must be prepared to draw a double
924 * tile in some situations.
925 */
926
927 /*
928 * Find the coordinates of this tile in the old and
929 * new states.
930 */
931 x1 = COORD(X(state, i));
932 y1 = COORD(Y(state, i));
933 for (j = 0; j < oldstate->n; j++)
934 if (oldstate->tiles[j] == state->tiles[i])
935 break;
936 assert(j < oldstate->n);
937 x0 = COORD(X(state, j));
938 y0 = COORD(Y(state, j));
939
940 dx = (x1 - x0);
941 if (dx != 0 &&
942 dx != TILE_SIZE * sense) {
943 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
944 dx - TILE_SIZE * state->w);
945 assert(abs(dx) == TILE_SIZE);
946 }
947 dy = (y1 - y0);
948 if (dy != 0 &&
949 dy != TILE_SIZE * sense) {
950 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
951 dy - TILE_SIZE * state->h);
952 assert(abs(dy) == TILE_SIZE);
953 }
954
955 c = (animtime / ANIM_TIME);
956 if (c < 0.0F) c = 0.0F;
957 if (c > 1.0F) c = 1.0F;
958
959 x = x0 + (int)(c * dx);
960 y = y0 + (int)(c * dy);
961 x2 = x1 - dx + (int)(c * dx);
962 y2 = y1 - dy + (int)(c * dy);
963 } else {
964 x = COORD(X(state, i));
965 y = COORD(Y(state, i));
966 x2 = y2 = -1;
967 }
968
969 draw_tile(fe, ds, state, x, y, t, bgcolour);
970 if (x2 != -1 || y2 != -1)
971 draw_tile(fe, ds, state, x2, y2, t, bgcolour);
972 }
973 ds->tiles[i] = t0;
974 }
975
976 unclip(fe);
977
978 ds->bgcolour = bgcolour;
979
980 /*
981 * Update the status bar.
982 */
983 {
984 char statusbuf[256];
985
986 /*
987 * Don't show the new status until we're also showing the
988 * new _state_ - after the game animation is complete.
989 */
990 if (oldstate)
991 state = oldstate;
992
993 if (state->used_solve)
994 sprintf(statusbuf, "Moves since auto-solve: %d",
995 state->movecount - state->completed);
996 else {
997 sprintf(statusbuf, "%sMoves: %d",
998 (state->completed ? "COMPLETED! " : ""),
999 (state->completed ? state->completed : state->movecount));
1000 if (state->movetarget)
1001 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
1002 state->movetarget);
1003 }
1004
1005 status_bar(fe, statusbuf);
1006 }
1007 }
1008
1009 static float game_anim_length(game_state *oldstate,
1010 game_state *newstate, int dir, game_ui *ui)
1011 {
1012 if ((dir > 0 && newstate->just_used_solve) ||
1013 (dir < 0 && oldstate->just_used_solve))
1014 return 0.0F;
1015 else
1016 return ANIM_TIME;
1017 }
1018
1019 static float game_flash_length(game_state *oldstate,
1020 game_state *newstate, int dir, game_ui *ui)
1021 {
1022 if (!oldstate->completed && newstate->completed &&
1023 !oldstate->used_solve && !newstate->used_solve)
1024 return 2 * FLASH_FRAME;
1025 else
1026 return 0.0F;
1027 }
1028
1029 static int game_wants_statusbar(void)
1030 {
1031 return TRUE;
1032 }
1033
1034 static int game_timing_state(game_state *state)
1035 {
1036 return TRUE;
1037 }
1038
1039 #ifdef COMBINED
1040 #define thegame sixteen
1041 #endif
1042
1043 const struct game thegame = {
1044 "Sixteen", "games.sixteen",
1045 default_params,
1046 game_fetch_preset,
1047 decode_params,
1048 encode_params,
1049 free_params,
1050 dup_params,
1051 TRUE, game_configure, custom_params,
1052 validate_params,
1053 new_game_desc,
1054 game_free_aux_info,
1055 validate_desc,
1056 new_game,
1057 dup_game,
1058 free_game,
1059 TRUE, solve_game,
1060 TRUE, game_text_format,
1061 new_ui,
1062 free_ui,
1063 game_changed_state,
1064 interpret_move,
1065 execute_move,
1066 game_size,
1067 game_colours,
1068 game_new_drawstate,
1069 game_free_drawstate,
1070 game_redraw,
1071 game_anim_length,
1072 game_flash_length,
1073 game_wants_statusbar,
1074 FALSE, game_timing_state,
1075 0, /* mouse_priorities */
1076 };