New infrastructure feature. Games are now permitted to be
[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 used_solve; /* used to suppress completion flash */
48 int movecount, movetarget;
49 int last_movement_sense;
50 };
51
52 static game_params *default_params(void)
53 {
54 game_params *ret = snew(game_params);
55
56 ret->w = ret->h = 4;
57 ret->movetarget = 0;
58
59 return ret;
60 }
61
62 static int game_fetch_preset(int i, char **name, game_params **params)
63 {
64 game_params *ret;
65 int w, h;
66 char buf[80];
67
68 switch (i) {
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;
75 }
76
77 sprintf(buf, "%dx%d", w, h);
78 *name = dupstr(buf);
79 *params = ret = snew(game_params);
80 ret->w = w;
81 ret->h = h;
82 ret->movetarget = 0;
83 return TRUE;
84 }
85
86 static void free_params(game_params *params)
87 {
88 sfree(params);
89 }
90
91 static game_params *dup_params(game_params *params)
92 {
93 game_params *ret = snew(game_params);
94 *ret = *params; /* structure copy */
95 return ret;
96 }
97
98 static void decode_params(game_params *ret, char const *string)
99 {
100 ret->w = ret->h = atoi(string);
101 ret->movetarget = 0;
102 while (*string && isdigit((unsigned char)*string)) string++;
103 if (*string == 'x') {
104 string++;
105 ret->h = atoi(string);
106 while (*string && isdigit((unsigned char)*string))
107 string++;
108 }
109 if (*string == 'm') {
110 string++;
111 ret->movetarget = atoi(string);
112 while (*string && isdigit((unsigned char)*string))
113 string++;
114 }
115 }
116
117 static char *encode_params(game_params *params, int full)
118 {
119 char data[256];
120
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);
126
127 return dupstr(data);
128 }
129
130 static config_item *game_configure(game_params *params)
131 {
132 config_item *ret;
133 char buf[80];
134
135 ret = snewn(4, config_item);
136
137 ret[0].name = "Width";
138 ret[0].type = C_STRING;
139 sprintf(buf, "%d", params->w);
140 ret[0].sval = dupstr(buf);
141 ret[0].ival = 0;
142
143 ret[1].name = "Height";
144 ret[1].type = C_STRING;
145 sprintf(buf, "%d", params->h);
146 ret[1].sval = dupstr(buf);
147 ret[1].ival = 0;
148
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);
153 ret[2].ival = 0;
154
155 ret[3].name = NULL;
156 ret[3].type = C_END;
157 ret[3].sval = NULL;
158 ret[3].ival = 0;
159
160 return ret;
161 }
162
163 static game_params *custom_params(config_item *cfg)
164 {
165 game_params *ret = snew(game_params);
166
167 ret->w = atoi(cfg[0].sval);
168 ret->h = atoi(cfg[1].sval);
169 ret->movetarget = atoi(cfg[2].sval);
170
171 return ret;
172 }
173
174 static char *validate_params(game_params *params, int full)
175 {
176 if (params->w < 2 || params->h < 2)
177 return "Width and height must both be at least two";
178
179 return NULL;
180 }
181
182 static int perm_parity(int *perm, int n)
183 {
184 int i, j, ret;
185
186 ret = 0;
187
188 for (i = 0; i < n-1; i++)
189 for (j = i+1; j < n; j++)
190 if (perm[i] > perm[j])
191 ret = !ret;
192
193 return ret;
194 }
195
196 static char *new_game_desc(game_params *params, random_state *rs,
197 char **aux, int interactive)
198 {
199 int stop, n, i, x;
200 int x1, x2, p1, p2;
201 int *tiles, *used;
202 char *ret;
203 int retlen;
204
205 n = params->w * params->h;
206
207 tiles = snewn(n, int);
208
209 if (params->movetarget) {
210 int prevoffset = -1;
211 int max = (params->w > params->h ? params->w : params->h);
212 int *prevmoves = snewn(max, int);
213
214 /*
215 * Shuffle the old-fashioned way, by making a series of
216 * single moves on the grid.
217 */
218
219 for (i = 0; i < n; i++)
220 tiles[i] = i;
221
222 for (i = 0; i < params->movetarget; i++) {
223 int start, offset, len, direction, index;
224 int j, tmp;
225
226 /*
227 * Choose a move to make. We can choose from any row
228 * or any column.
229 */
230 while (1) {
231 j = random_upto(rs, params->w + params->h);
232
233 if (j < params->w) {
234 /* Column. */
235 index = j;
236 start = j;
237 offset = params->w;
238 len = params->h;
239 } else {
240 /* Row. */
241 index = j - params->w;
242 start = index * params->w;
243 offset = 1;
244 len = params->w;
245 }
246
247 direction = -1 + 2 * random_upto(rs, 2);
248
249 /*
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
256 * times.)
257 *
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.
266 */
267 if (offset == prevoffset) {
268 tmp = prevmoves[index] + direction;
269 if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
270 continue;
271 }
272
273 /* If we didn't `continue', we've found an OK move to make. */
274 if (offset != prevoffset) {
275 int i;
276 for (i = 0; i < max; i++)
277 prevmoves[i] = 0;
278 prevoffset = offset;
279 }
280 prevmoves[index] += direction;
281 break;
282 }
283
284 /*
285 * Make the move.
286 */
287 if (direction < 0) {
288 start += (len-1) * offset;
289 offset = -offset;
290 }
291 tmp = tiles[start];
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;
295 }
296
297 sfree(prevmoves);
298
299 } else {
300
301 used = snewn(n, int);
302
303 for (i = 0; i < n; i++) {
304 tiles[i] = -1;
305 used[i] = FALSE;
306 }
307
308 /*
309 * If both dimensions are odd, there is a parity
310 * constraint.
311 */
312 if (params->w & params->h & 1)
313 stop = 2;
314 else
315 stop = 0;
316
317 /*
318 * Place everything except (possibly) the last two tiles.
319 */
320 for (x = 0, i = n; i > stop; i--) {
321 int k = i > 1 ? random_upto(rs, i) : 0;
322 int j;
323
324 for (j = 0; j < n; j++)
325 if (!used[j] && (k-- == 0))
326 break;
327
328 assert(j < n && !used[j]);
329 used[j] = TRUE;
330
331 while (tiles[x] >= 0)
332 x++;
333 assert(x < n);
334 tiles[x] = j;
335 }
336
337 if (stop) {
338 /*
339 * Find the last two locations, and the last two
340 * pieces.
341 */
342 while (tiles[x] >= 0)
343 x++;
344 assert(x < n);
345 x1 = x;
346 x++;
347 while (tiles[x] >= 0)
348 x++;
349 assert(x < n);
350 x2 = x;
351
352 for (i = 0; i < n; i++)
353 if (!used[i])
354 break;
355 p1 = i;
356 for (i = p1+1; i < n; i++)
357 if (!used[i])
358 break;
359 p2 = i;
360
361 /*
362 * Try the last two tiles one way round. If that fails,
363 * swap them.
364 */
365 tiles[x1] = p1;
366 tiles[x2] = p2;
367 if (perm_parity(tiles, n) != 0) {
368 tiles[x1] = p2;
369 tiles[x2] = p1;
370 assert(perm_parity(tiles, n) == 0);
371 }
372 }
373
374 sfree(used);
375 }
376
377 /*
378 * Now construct the game description, by describing the tile
379 * array as a simple sequence of comma-separated integers.
380 */
381 ret = NULL;
382 retlen = 0;
383 for (i = 0; i < n; i++) {
384 char buf[80];
385 int k;
386
387 k = sprintf(buf, "%d,", tiles[i]+1);
388
389 ret = sresize(ret, retlen + k + 1, char);
390 strcpy(ret + retlen, buf);
391 retlen += k;
392 }
393 ret[retlen-1] = '\0'; /* delete last comma */
394
395 sfree(tiles);
396
397 return ret;
398 }
399
400
401 static char *validate_desc(game_params *params, char *desc)
402 {
403 char *p, *err;
404 int i, area;
405 int *used;
406
407 area = params->w * params->h;
408 p = desc;
409 err = NULL;
410
411 used = snewn(area, int);
412 for (i = 0; i < area; i++)
413 used[i] = FALSE;
414
415 for (i = 0; i < area; i++) {
416 char *q = p;
417 int n;
418
419 if (*p < '0' || *p > '9') {
420 err = "Not enough numbers in string";
421 goto leave;
422 }
423 while (*p >= '0' && *p <= '9')
424 p++;
425 if (i < area-1 && *p != ',') {
426 err = "Expected comma after number";
427 goto leave;
428 }
429 else if (i == area-1 && *p) {
430 err = "Excess junk at end of string";
431 goto leave;
432 }
433 n = atoi(q);
434 if (n < 1 || n > area) {
435 err = "Number out of range";
436 goto leave;
437 }
438 if (used[n-1]) {
439 err = "Number used twice";
440 goto leave;
441 }
442 used[n-1] = TRUE;
443
444 if (*p) p++; /* eat comma */
445 }
446
447 leave:
448 sfree(used);
449 return err;
450 }
451
452 static game_state *new_game(midend *me, game_params *params, char *desc)
453 {
454 game_state *state = snew(game_state);
455 int i;
456 char *p;
457
458 state->w = params->w;
459 state->h = params->h;
460 state->n = params->w * params->h;
461 state->tiles = snewn(state->n, int);
462
463 p = desc;
464 i = 0;
465 for (i = 0; i < state->n; i++) {
466 assert(*p);
467 state->tiles[i] = atoi(p);
468 while (*p && *p != ',')
469 p++;
470 if (*p) p++; /* eat comma */
471 }
472 assert(!*p);
473
474 state->completed = state->movecount = 0;
475 state->movetarget = params->movetarget;
476 state->used_solve = FALSE;
477 state->last_movement_sense = 0;
478
479 return state;
480 }
481
482 static game_state *dup_game(game_state *state)
483 {
484 game_state *ret = snew(game_state);
485
486 ret->w = state->w;
487 ret->h = state->h;
488 ret->n = state->n;
489 ret->tiles = snewn(state->w * state->h, int);
490 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
491 ret->completed = state->completed;
492 ret->movecount = state->movecount;
493 ret->movetarget = state->movetarget;
494 ret->used_solve = state->used_solve;
495 ret->last_movement_sense = state->last_movement_sense;
496
497 return ret;
498 }
499
500 static void free_game(game_state *state)
501 {
502 sfree(state->tiles);
503 sfree(state);
504 }
505
506 static char *solve_game(game_state *state, game_state *currstate,
507 char *aux, char **error)
508 {
509 return dupstr("S");
510 }
511
512 static int game_can_format_as_text_now(game_params *params)
513 {
514 return TRUE;
515 }
516
517 static char *game_text_format(game_state *state)
518 {
519 char *ret, *p, buf[80];
520 int x, y, col, maxlen;
521
522 /*
523 * First work out how many characters we need to display each
524 * number.
525 */
526 col = sprintf(buf, "%d", state->n);
527
528 /*
529 * Now we know the exact total size of the grid we're going to
530 * produce: it's got h rows, each containing w lots of col, w-1
531 * spaces and a trailing newline.
532 */
533 maxlen = state->h * state->w * (col+1);
534
535 ret = snewn(maxlen+1, char);
536 p = ret;
537
538 for (y = 0; y < state->h; y++) {
539 for (x = 0; x < state->w; x++) {
540 int v = state->tiles[state->w*y+x];
541 sprintf(buf, "%*d", col, v);
542 memcpy(p, buf, col);
543 p += col;
544 if (x+1 == state->w)
545 *p++ = '\n';
546 else
547 *p++ = ' ';
548 }
549 }
550
551 assert(p - ret == maxlen);
552 *p = '\0';
553 return ret;
554 }
555
556 static game_ui *new_ui(game_state *state)
557 {
558 return NULL;
559 }
560
561 static void free_ui(game_ui *ui)
562 {
563 }
564
565 static char *encode_ui(game_ui *ui)
566 {
567 return NULL;
568 }
569
570 static void decode_ui(game_ui *ui, char *encoding)
571 {
572 }
573
574 static void game_changed_state(game_ui *ui, game_state *oldstate,
575 game_state *newstate)
576 {
577 }
578
579 struct game_drawstate {
580 int started;
581 int w, h, bgcolour;
582 int *tiles;
583 int tilesize;
584 };
585
586 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
587 int x, int y, int button)
588 {
589 int cx, cy, dx, dy;
590 char buf[80];
591
592 button &= ~MOD_MASK;
593 if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
594 return NULL;
595
596 cx = FROMCOORD(x);
597 cy = FROMCOORD(y);
598 if (cx == -1 && cy >= 0 && cy < state->h)
599 dx = -1, dy = 0;
600 else if (cx == state->w && cy >= 0 && cy < state->h)
601 dx = +1, dy = 0;
602 else if (cy == -1 && cx >= 0 && cx < state->w)
603 dy = -1, dx = 0;
604 else if (cy == state->h && cx >= 0 && cx < state->w)
605 dy = +1, dx = 0;
606 else
607 return NULL; /* invalid click location */
608
609 /* reverse direction if right hand button is pressed */
610 if (button == RIGHT_BUTTON) {
611 dx = -dx;
612 dy = -dy;
613 }
614
615 if (dx)
616 sprintf(buf, "R%d,%d", cy, dx);
617 else
618 sprintf(buf, "C%d,%d", cx, dy);
619 return dupstr(buf);
620 }
621
622 static game_state *execute_move(game_state *from, char *move)
623 {
624 int cx, cy, dx, dy;
625 int tx, ty, n;
626 game_state *ret;
627
628 if (!strcmp(move, "S")) {
629 int i;
630
631 ret = dup_game(from);
632
633 /*
634 * Simply replace the grid with a solved one. For this game,
635 * this isn't a useful operation for actually telling the user
636 * what they should have done, but it is useful for
637 * conveniently being able to get hold of a clean state from
638 * which to practise manoeuvres.
639 */
640 for (i = 0; i < ret->n; i++)
641 ret->tiles[i] = i+1;
642 ret->used_solve = TRUE;
643 ret->completed = ret->movecount = 1;
644
645 return ret;
646 }
647
648 if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 &&
649 cy >= 0 && cy < from->h) {
650 cx = dy = 0;
651 n = from->w;
652 } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 &&
653 cx >= 0 && cx < from->w) {
654 cy = dx = 0;
655 n = from->h;
656 } else
657 return NULL;
658
659 ret = dup_game(from);
660
661 do {
662 tx = (cx - dx + from->w) % from->w;
663 ty = (cy - dy + from->h) % from->h;
664 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
665 cx = tx;
666 cy = ty;
667 } while (--n > 0);
668
669 ret->movecount++;
670
671 ret->last_movement_sense = dx+dy;
672
673 /*
674 * See if the game has been completed.
675 */
676 if (!ret->completed) {
677 ret->completed = ret->movecount;
678 for (n = 0; n < ret->n; n++)
679 if (ret->tiles[n] != n+1)
680 ret->completed = FALSE;
681 }
682
683 return ret;
684 }
685
686 /* ----------------------------------------------------------------------
687 * Drawing routines.
688 */
689
690 static void game_compute_size(game_params *params, int tilesize,
691 int *x, int *y)
692 {
693 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
694 struct { int tilesize; } ads, *ds = &ads;
695 ads.tilesize = tilesize;
696
697 *x = TILE_SIZE * params->w + 2 * BORDER;
698 *y = TILE_SIZE * params->h + 2 * BORDER;
699 }
700
701 static void game_set_size(drawing *dr, game_drawstate *ds,
702 game_params *params, int tilesize)
703 {
704 ds->tilesize = tilesize;
705 }
706
707 static float *game_colours(frontend *fe, int *ncolours)
708 {
709 float *ret = snewn(3 * NCOLOURS, float);
710 int i;
711
712 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
713
714 for (i = 0; i < 3; i++)
715 ret[COL_TEXT * 3 + i] = 0.0;
716
717 *ncolours = NCOLOURS;
718 return ret;
719 }
720
721 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
722 {
723 struct game_drawstate *ds = snew(struct game_drawstate);
724 int i;
725
726 ds->started = FALSE;
727 ds->w = state->w;
728 ds->h = state->h;
729 ds->bgcolour = COL_BACKGROUND;
730 ds->tiles = snewn(ds->w*ds->h, int);
731 ds->tilesize = 0; /* haven't decided yet */
732 for (i = 0; i < ds->w*ds->h; i++)
733 ds->tiles[i] = -1;
734
735 return ds;
736 }
737
738 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
739 {
740 sfree(ds->tiles);
741 sfree(ds);
742 }
743
744 static void draw_tile(drawing *dr, game_drawstate *ds,
745 game_state *state, int x, int y,
746 int tile, int flash_colour)
747 {
748 if (tile == 0) {
749 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
750 flash_colour);
751 } else {
752 int coords[6];
753 char str[40];
754
755 coords[0] = x + TILE_SIZE - 1;
756 coords[1] = y + TILE_SIZE - 1;
757 coords[2] = x + TILE_SIZE - 1;
758 coords[3] = y;
759 coords[4] = x;
760 coords[5] = y + TILE_SIZE - 1;
761 draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
762
763 coords[0] = x;
764 coords[1] = y;
765 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
766
767 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
768 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
769 flash_colour);
770
771 sprintf(str, "%d", tile);
772 draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
773 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
774 COL_TEXT, str);
775 }
776 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
777 }
778
779 static void draw_arrow(drawing *dr, game_drawstate *ds,
780 int x, int y, int xdx, int xdy)
781 {
782 int coords[14];
783 int ydy = -xdx, ydx = xdy;
784
785 #define POINT(n, xx, yy) ( \
786 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
787 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
788
789 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
790 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
791 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
792 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
793 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
794 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
795 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
796
797 draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
798 }
799
800 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
801 game_state *state, int dir, game_ui *ui,
802 float animtime, float flashtime)
803 {
804 int i, bgcolour;
805
806 if (flashtime > 0) {
807 int frame = (int)(flashtime / FLASH_FRAME);
808 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
809 } else
810 bgcolour = COL_BACKGROUND;
811
812 if (!ds->started) {
813 int coords[10];
814
815 draw_rect(dr, 0, 0,
816 TILE_SIZE * state->w + 2 * BORDER,
817 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
818 draw_update(dr, 0, 0,
819 TILE_SIZE * state->w + 2 * BORDER,
820 TILE_SIZE * state->h + 2 * BORDER);
821
822 /*
823 * Recessed area containing the whole puzzle.
824 */
825 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
826 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
827 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
828 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
829 coords[4] = coords[2] - TILE_SIZE;
830 coords[5] = coords[3] + TILE_SIZE;
831 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
832 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
833 coords[6] = coords[8] + TILE_SIZE;
834 coords[7] = coords[9] - TILE_SIZE;
835 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
836
837 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
838 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
839 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
840
841 /*
842 * Arrows for making moves.
843 */
844 for (i = 0; i < state->w; i++) {
845 draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0);
846 draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0);
847 }
848 for (i = 0; i < state->h; i++) {
849 draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1);
850 draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1);
851 }
852
853 ds->started = TRUE;
854 }
855
856 /*
857 * Now draw each tile.
858 */
859
860 clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
861
862 for (i = 0; i < state->n; i++) {
863 int t, t0;
864 /*
865 * Figure out what should be displayed at this
866 * location. It's either a simple tile, or it's a
867 * transition between two tiles (in which case we say
868 * -1 because it must always be drawn).
869 */
870
871 if (oldstate && oldstate->tiles[i] != state->tiles[i])
872 t = -1;
873 else
874 t = state->tiles[i];
875
876 t0 = t;
877
878 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
879 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
880 int x, y, x2, y2;
881
882 /*
883 * Figure out what to _actually_ draw, and where to
884 * draw it.
885 */
886 if (t == -1) {
887 int x0, y0, x1, y1, dx, dy;
888 int j;
889 float c;
890 int sense;
891
892 if (dir < 0) {
893 assert(oldstate);
894 sense = -oldstate->last_movement_sense;
895 } else {
896 sense = state->last_movement_sense;
897 }
898
899 t = state->tiles[i];
900
901 /*
902 * FIXME: must be prepared to draw a double
903 * tile in some situations.
904 */
905
906 /*
907 * Find the coordinates of this tile in the old and
908 * new states.
909 */
910 x1 = COORD(X(state, i));
911 y1 = COORD(Y(state, i));
912 for (j = 0; j < oldstate->n; j++)
913 if (oldstate->tiles[j] == state->tiles[i])
914 break;
915 assert(j < oldstate->n);
916 x0 = COORD(X(state, j));
917 y0 = COORD(Y(state, j));
918
919 dx = (x1 - x0);
920 if (dx != 0 &&
921 dx != TILE_SIZE * sense) {
922 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
923 dx - TILE_SIZE * state->w);
924 assert(abs(dx) == TILE_SIZE);
925 }
926 dy = (y1 - y0);
927 if (dy != 0 &&
928 dy != TILE_SIZE * sense) {
929 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
930 dy - TILE_SIZE * state->h);
931 assert(abs(dy) == TILE_SIZE);
932 }
933
934 c = (animtime / ANIM_TIME);
935 if (c < 0.0F) c = 0.0F;
936 if (c > 1.0F) c = 1.0F;
937
938 x = x0 + (int)(c * dx);
939 y = y0 + (int)(c * dy);
940 x2 = x1 - dx + (int)(c * dx);
941 y2 = y1 - dy + (int)(c * dy);
942 } else {
943 x = COORD(X(state, i));
944 y = COORD(Y(state, i));
945 x2 = y2 = -1;
946 }
947
948 draw_tile(dr, ds, state, x, y, t, bgcolour);
949 if (x2 != -1 || y2 != -1)
950 draw_tile(dr, ds, state, x2, y2, t, bgcolour);
951 }
952 ds->tiles[i] = t0;
953 }
954
955 unclip(dr);
956
957 ds->bgcolour = bgcolour;
958
959 /*
960 * Update the status bar.
961 */
962 {
963 char statusbuf[256];
964
965 /*
966 * Don't show the new status until we're also showing the
967 * new _state_ - after the game animation is complete.
968 */
969 if (oldstate)
970 state = oldstate;
971
972 if (state->used_solve)
973 sprintf(statusbuf, "Moves since auto-solve: %d",
974 state->movecount - state->completed);
975 else {
976 sprintf(statusbuf, "%sMoves: %d",
977 (state->completed ? "COMPLETED! " : ""),
978 (state->completed ? state->completed : state->movecount));
979 if (state->movetarget)
980 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
981 state->movetarget);
982 }
983
984 status_bar(dr, statusbuf);
985 }
986 }
987
988 static float game_anim_length(game_state *oldstate,
989 game_state *newstate, int dir, game_ui *ui)
990 {
991 return ANIM_TIME;
992 }
993
994 static float game_flash_length(game_state *oldstate,
995 game_state *newstate, int dir, game_ui *ui)
996 {
997 if (!oldstate->completed && newstate->completed &&
998 !oldstate->used_solve && !newstate->used_solve)
999 return 2 * FLASH_FRAME;
1000 else
1001 return 0.0F;
1002 }
1003
1004 static int game_timing_state(game_state *state, game_ui *ui)
1005 {
1006 return TRUE;
1007 }
1008
1009 static void game_print_size(game_params *params, float *x, float *y)
1010 {
1011 }
1012
1013 static void game_print(drawing *dr, game_state *state, int tilesize)
1014 {
1015 }
1016
1017 #ifdef COMBINED
1018 #define thegame sixteen
1019 #endif
1020
1021 const struct game thegame = {
1022 "Sixteen", "games.sixteen", "sixteen",
1023 default_params,
1024 game_fetch_preset,
1025 decode_params,
1026 encode_params,
1027 free_params,
1028 dup_params,
1029 TRUE, game_configure, custom_params,
1030 validate_params,
1031 new_game_desc,
1032 validate_desc,
1033 new_game,
1034 dup_game,
1035 free_game,
1036 TRUE, solve_game,
1037 TRUE, game_can_format_as_text_now, game_text_format,
1038 new_ui,
1039 free_ui,
1040 encode_ui,
1041 decode_ui,
1042 game_changed_state,
1043 interpret_move,
1044 execute_move,
1045 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1046 game_colours,
1047 game_new_drawstate,
1048 game_free_drawstate,
1049 game_redraw,
1050 game_anim_length,
1051 game_flash_length,
1052 FALSE, FALSE, game_print_size, game_print,
1053 TRUE, /* wants_statusbar */
1054 FALSE, game_timing_state,
1055 0, /* flags */
1056 };