}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
int stop, n, i, x;
int x1, x2, p1, p2;
return ret;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
static char *validate_desc(game_params *params, char *desc)
{
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
{
- game_state *ret = dup_game(state);
- int i;
-
- /*
- * Simply replace the grid with a solved one. For this game,
- * this isn't a useful operation for actually telling the user
- * what they should have done, but it is useful for
- * conveniently being able to get hold of a clean state from
- * which to practise manoeuvres.
- */
- for (i = 0; i < ret->n; i++)
- ret->tiles[i] = i+1;
- ret->used_solve = ret->just_used_solve = TRUE;
- ret->completed = ret->movecount = 1;
-
- return ret;
+ return dupstr("S");
}
static char *game_text_format(game_state *state)
{
}
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
int tilesize;
};
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button) {
- int cx, cy;
- int dx, dy, tx, ty, n;
- game_state *ret;
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ int cx, cy, dx, dy;
+ char buf[80];
button &= ~MOD_MASK;
if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
cx = FROMCOORD(x);
cy = FROMCOORD(y);
- if (cx == -1 && cy >= 0 && cy < from->h)
- n = from->w, dx = +1, dy = 0;
- else if (cx == from->w && cy >= 0 && cy < from->h)
- n = from->w, dx = -1, dy = 0;
- else if (cy == -1 && cx >= 0 && cx < from->w)
- n = from->h, dy = +1, dx = 0;
- else if (cy == from->h && cx >= 0 && cx < from->w)
- n = from->h, dy = -1, dx = 0;
+ if (cx == -1 && cy >= 0 && cy < state->h)
+ dx = -1, dy = 0;
+ else if (cx == state->w && cy >= 0 && cy < state->h)
+ dx = +1, dy = 0;
+ else if (cy == -1 && cx >= 0 && cx < state->w)
+ dy = -1, dx = 0;
+ else if (cy == state->h && cx >= 0 && cx < state->w)
+ dy = +1, dx = 0;
else
return NULL; /* invalid click location */
/* reverse direction if right hand button is pressed */
- if (button == RIGHT_BUTTON)
- {
- dx = -dx; if (dx) cx = from->w - 1 - cx;
- dy = -dy; if (dy) cy = from->h - 1 - cy;
+ if (button == RIGHT_BUTTON) {
+ dx = -dx;
+ dy = -dy;
}
+ if (dx)
+ sprintf(buf, "R%d,%d", cy, dx);
+ else
+ sprintf(buf, "C%d,%d", cx, dy);
+ return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ int cx, cy, dx, dy;
+ int tx, ty, n;
+ game_state *ret;
+
+ if (!strcmp(move, "S")) {
+ int i;
+
+ ret = dup_game(from);
+
+ /*
+ * Simply replace the grid with a solved one. For this game,
+ * this isn't a useful operation for actually telling the user
+ * what they should have done, but it is useful for
+ * conveniently being able to get hold of a clean state from
+ * which to practise manoeuvres.
+ */
+ for (i = 0; i < ret->n; i++)
+ ret->tiles[i] = i+1;
+ ret->used_solve = ret->just_used_solve = TRUE;
+ ret->completed = ret->movecount = 1;
+
+ return ret;
+ }
+
+ if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 &&
+ cy >= 0 && cy < from->h) {
+ cx = dy = 0;
+ n = from->w;
+ } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 &&
+ cx >= 0 && cx < from->w) {
+ cy = dx = 0;
+ n = from->h;
+ } else
+ return NULL;
+
ret = dup_game(from);
ret->just_used_solve = FALSE; /* zero this in a hurry */
do {
- cx += dx;
- cy += dy;
- tx = (cx + dx + from->w) % from->w;
- ty = (cy + dy + from->h) % from->h;
+ tx = (cx - dx + from->w) % from->w;
+ ty = (cy - dy + from->h) % from->h;
ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
+ cx = tx;
+ cy = ty;
} while (--n > 0);
ret->movecount++;
- ret->last_movement_sense = -(dx+dy);
+ ret->last_movement_sense = dx+dy;
/*
* See if the game has been completed.
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
TRUE, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
- make_move,
+ interpret_move,
+ execute_move,
game_size,
game_colours,
game_new_drawstate,