Redraws during undo in Sixteen had been broken by my faffing about
[sgt/puzzles] / sixteen.c
index bc21964..1b0b4ea 100644 (file)
--- a/sixteen.c
+++ b/sixteen.c
@@ -13,6 +13,7 @@
 #include "puzzles.h"
 
 const char *const game_name = "Sixteen";
+const int game_can_configure = TRUE;
 
 #define TILE_SIZE 48
 #define BORDER    TILE_SIZE            /* big border to fill with arrows */
@@ -20,8 +21,8 @@ const char *const game_name = "Sixteen";
 #define COORD(x)  ( (x) * TILE_SIZE + BORDER )
 #define FROMCOORD(x)  ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
 
-#define ANIM_TIME 0.1F
-#define FLASH_FRAME 0.1F
+#define ANIM_TIME 0.13F
+#define FLASH_FRAME 0.13F
 
 #define X(state, i) ( (i) % (state)->w )
 #define Y(state, i) ( (i) / (state)->w )
@@ -43,6 +44,8 @@ struct game_state {
     int w, h, n;
     int *tiles;
     int completed;
+    int movecount;
+    int last_movement_sense;
 };
 
 game_params *default_params(void)
@@ -89,6 +92,51 @@ game_params *dup_params(game_params *params)
     return ret;
 }
 
+config_item *game_configure(game_params *params)
+{
+    config_item *ret;
+    char buf[80];
+
+    ret = snewn(3, config_item);
+
+    ret[0].name = "Width";
+    ret[0].type = C_STRING;
+    sprintf(buf, "%d", params->w);
+    ret[0].sval = dupstr(buf);
+    ret[0].ival = 0;
+
+    ret[1].name = "Height";
+    ret[1].type = C_STRING;
+    sprintf(buf, "%d", params->h);
+    ret[1].sval = dupstr(buf);
+    ret[1].ival = 0;
+
+    ret[2].name = NULL;
+    ret[2].type = C_END;
+    ret[2].sval = NULL;
+    ret[2].ival = 0;
+
+    return ret;
+}
+
+game_params *custom_params(config_item *cfg)
+{
+    game_params *ret = snew(game_params);
+
+    ret->w = atoi(cfg[0].sval);
+    ret->h = atoi(cfg[1].sval);
+
+    return ret;
+}
+
+char *validate_params(game_params *params)
+{
+    if (params->w < 2 && params->h < 2)
+       return "Width and height must both be at least two";
+
+    return NULL;
+}
+
 int perm_parity(int *perm, int n)
 {
     int i, j, ret;
@@ -103,7 +151,7 @@ int perm_parity(int *perm, int n)
     return ret;
 }
 
-char *new_game_seed(game_params *params)
+char *new_game_seed(game_params *params, random_state *rs)
 {
     int stop, n, i, x;
     int x1, x2, p1, p2;
@@ -133,7 +181,7 @@ char *new_game_seed(game_params *params)
      * Place everything except (possibly) the last two tiles.
      */
     for (x = 0, i = n; i > stop; i--) {
-        int k = i > 1 ? rand_upto(i) : 0;
+        int k = i > 1 ? random_upto(rs, i) : 0;
         int j;
 
         for (j = 0; j < n; j++)
@@ -209,6 +257,58 @@ char *new_game_seed(game_params *params)
     return ret;
 }
 
+
+char *validate_seed(game_params *params, char *seed)
+{
+    char *p, *err;
+    int i, area;
+    int *used;
+
+    area = params->w * params->h;
+    p = seed;
+    err = NULL;
+
+    used = snewn(area, int);
+    for (i = 0; i < area; i++)
+       used[i] = FALSE;
+
+    for (i = 0; i < area; i++) {
+       char *q = p;
+       int n;
+
+       if (*p < '0' || *p > '9') {
+           err = "Not enough numbers in string";
+           goto leave;
+       }
+       while (*p >= '0' && *p <= '9')
+           p++;
+       if (i < area-1 && *p != ',') {
+           err = "Expected comma after number";
+           goto leave;
+       }
+       else if (i == area-1 && *p) {
+           err = "Excess junk at end of string";
+           goto leave;
+       }
+       n = atoi(q);
+       if (n < 1 || n > area) {
+           err = "Number out of range";
+           goto leave;
+       }
+       if (used[n-1]) {
+           err = "Number used twice";
+           goto leave;
+       }
+       used[n-1] = TRUE;
+
+       if (*p) p++;                   /* eat comma */
+    }
+
+    leave:
+    sfree(used);
+    return err;
+}
+
 game_state *new_game(game_params *params, char *seed)
 {
     game_state *state = snew(game_state);
@@ -231,7 +331,8 @@ game_state *new_game(game_params *params, char *seed)
     }
     assert(!*p);
 
-    state->completed = FALSE;
+    state->completed = state->movecount = 0;
+    state->last_movement_sense = 0;
 
     return state;
 }
@@ -246,6 +347,8 @@ game_state *dup_game(game_state *state)
     ret->tiles = snewn(state->w * state->h, int);
     memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
     ret->completed = state->completed;
+    ret->movecount = state->movecount;
+    ret->last_movement_sense = state->last_movement_sense;
 
     return ret;
 }
@@ -287,11 +390,15 @@ game_state *make_move(game_state *from, int x, int y, int button)
         ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
     } while (--n > 0);
 
+    ret->movecount++;
+
+    ret->last_movement_sense = -(dx+dy);
+
     /*
      * See if the game has been completed.
      */
     if (!ret->completed) {
-        ret->completed = TRUE;
+        ret->completed = ret->movecount;
         for (n = 0; n < ret->n; n++)
             if (ret->tiles[n] != n+1)
                 ret->completed = FALSE;
@@ -429,7 +536,7 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                  game_state *state, float animtime, float flashtime)
 {
-    int i, pass, bgcolour;
+    int i, bgcolour;
 
     if (flashtime > 0) {
         int frame = (int)(flashtime / FLASH_FRAME);
@@ -480,114 +587,125 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     }
 
     /*
-     * Now draw each tile. We do this in two passes to make
-     * animation easy.
+     * Now draw each tile.
      */
 
     clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
 
-    for (pass = 0; pass < 2; pass++) {
-        for (i = 0; i < state->n; i++) {
-            int t, t0;
-            /*
-             * Figure out what should be displayed at this
-             * location. It's either a simple tile, or it's a
-             * transition between two tiles (in which case we say
-             * -1 because it must always be drawn).
-             */
-
-            if (oldstate && oldstate->tiles[i] != state->tiles[i])
-                t = -1;
-            else
-                t = state->tiles[i];
-
-            t0 = t;
-
-            if (ds->bgcolour != bgcolour ||   /* always redraw when flashing */
-                ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
-                int x, y, x2, y2;
-
-                /*
-                 * Figure out what to _actually_ draw, and where to
-                 * draw it.
-                 */
-                if (t == -1) {
-                    int x0, y0, x1, y1, dx, dy;
-                    int j;
-
-                    /*
-                     * On the first pass, just blank the tile.
-                     */
-                    if (pass == 0) {
-                        x = COORD(X(state, i));
-                        y = COORD(Y(state, i));
-                        x2 = y2 = -1;
-                        t = 0;
-                    } else {
-                        float c;
-
-                        t = state->tiles[i];
-
-                        /*
-                         * FIXME: must be prepared to draw a double
-                         * tile in some situations.
-                         */
-
-                        /*
-                         * Find the coordinates of this tile in the old and
-                         * new states.
-                         */
-                        x1 = COORD(X(state, i));
-                        y1 = COORD(Y(state, i));
-                        for (j = 0; j < oldstate->n; j++)
-                            if (oldstate->tiles[j] == state->tiles[i])
-                                break;
-                        assert(j < oldstate->n);
-                        x0 = COORD(X(state, j));
-                        y0 = COORD(Y(state, j));
-
-                        dx = (x1 - x0);
-                        if (abs(dx) > TILE_SIZE) {
-                            dx = (dx < 0 ? dx + TILE_SIZE * state->w :
-                                  dx - TILE_SIZE * state->w);
-                            assert(abs(dx) == TILE_SIZE);
-                        }
-                        dy = (y1 - y0);
-                        if (abs(dy) > TILE_SIZE) {
-                            dy = (dy < 0 ? dy + TILE_SIZE * state->h :
-                                  dy - TILE_SIZE * state->h);
-                            assert(abs(dy) == TILE_SIZE);
-                        }
-
-                        c = (animtime / ANIM_TIME);
-                        if (c < 0.0F) c = 0.0F;
-                        if (c > 1.0F) c = 1.0F;
-
-                        x = x0 + (int)(c * dx);
-                        y = y0 + (int)(c * dy);
-                        x2 = x1 - dx + (int)(c * dx);
-                        y2 = y1 - dy + (int)(c * dy);
-                    }
-
-                } else {
-                    if (pass == 0)
-                        continue;
-                    x = COORD(X(state, i));
-                    y = COORD(Y(state, i));
-                    x2 = y2 = -1;
-                }
-
-                draw_tile(fe, state, x, y, t, bgcolour);
-                if (x2 != -1 || y2 != -1)
-                    draw_tile(fe, state, x2, y2, t, bgcolour);
-            }
-            ds->tiles[i] = t0;
-        }
+    for (i = 0; i < state->n; i++) {
+       int t, t0;
+       /*
+        * Figure out what should be displayed at this
+        * location. It's either a simple tile, or it's a
+        * transition between two tiles (in which case we say
+        * -1 because it must always be drawn).
+        */
+
+       if (oldstate && oldstate->tiles[i] != state->tiles[i])
+           t = -1;
+       else
+           t = state->tiles[i];
+
+       t0 = t;
+
+       if (ds->bgcolour != bgcolour ||   /* always redraw when flashing */
+           ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
+           int x, y, x2, y2;
+
+           /*
+            * Figure out what to _actually_ draw, and where to
+            * draw it.
+            */
+           if (t == -1) {
+               int x0, y0, x1, y1, dx, dy;
+               int j;
+               float c;
+               int sense;
+
+               if (oldstate && state->movecount < oldstate->movecount)
+                   sense = -oldstate->last_movement_sense;
+               else
+                   sense = state->last_movement_sense;
+
+               t = state->tiles[i];
+
+               /*
+                * FIXME: must be prepared to draw a double
+                * tile in some situations.
+                */
+
+               /*
+                * Find the coordinates of this tile in the old and
+                * new states.
+                */
+               x1 = COORD(X(state, i));
+               y1 = COORD(Y(state, i));
+               for (j = 0; j < oldstate->n; j++)
+                   if (oldstate->tiles[j] == state->tiles[i])
+                       break;
+               assert(j < oldstate->n);
+               x0 = COORD(X(state, j));
+               y0 = COORD(Y(state, j));
+
+               dx = (x1 - x0);
+               if (dx != 0 &&
+                   dx != TILE_SIZE * sense) {
+                   dx = (dx < 0 ? dx + TILE_SIZE * state->w :
+                         dx - TILE_SIZE * state->w);
+                   assert(abs(dx) == TILE_SIZE);
+               }
+               dy = (y1 - y0);
+               if (dy != 0 &&
+                   dy != TILE_SIZE * sense) {
+                   dy = (dy < 0 ? dy + TILE_SIZE * state->h :
+                         dy - TILE_SIZE * state->h);
+                   assert(abs(dy) == TILE_SIZE);
+               }
+
+               c = (animtime / ANIM_TIME);
+               if (c < 0.0F) c = 0.0F;
+               if (c > 1.0F) c = 1.0F;
+
+               x = x0 + (int)(c * dx);
+               y = y0 + (int)(c * dy);
+               x2 = x1 - dx + (int)(c * dx);
+               y2 = y1 - dy + (int)(c * dy);
+           } else {
+               x = COORD(X(state, i));
+               y = COORD(Y(state, i));
+               x2 = y2 = -1;
+           }
+
+           draw_tile(fe, state, x, y, t, bgcolour);
+           if (x2 != -1 || y2 != -1)
+               draw_tile(fe, state, x2, y2, t, bgcolour);
+       }
+       ds->tiles[i] = t0;
     }
 
     unclip(fe);
 
     ds->bgcolour = bgcolour;
+
+    /*
+     * Update the status bar.
+     */
+    {
+       char statusbuf[256];
+
+        /*
+         * Don't show the new status until we're also showing the
+         * new _state_ - after the game animation is complete.
+         */
+        if (oldstate)
+            state = oldstate;
+
+       sprintf(statusbuf, "%sMoves: %d",
+               (state->completed ? "COMPLETED! " : ""),
+               (state->completed ? state->completed : state->movecount));
+
+       status_bar(fe, statusbuf);
+    }
 }
 
 float game_anim_length(game_state *oldstate, game_state *newstate)
@@ -602,3 +720,8 @@ float game_flash_length(game_state *oldstate, game_state *newstate)
     else
         return 0.0F;
 }
+
+int game_wants_statusbar(void)
+{
+    return TRUE;
+}