#include <stdlib.h>
#include <string.h>
#include <assert.h>
+#include <ctype.h>
#include <math.h>
#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 */
#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
#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 )
int last_movement_sense;
};
-game_params *default_params(void)
+static game_params *default_params(void)
{
game_params *ret = snew(game_params);
return ret;
}
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
int w, h;
return TRUE;
}
-void free_params(game_params *params)
+static void free_params(game_params *params)
{
sfree(params);
}
-game_params *dup_params(game_params *params)
+static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
-config_item *game_configure(game_params *params)
+static game_params *decode_params(char const *string)
+{
+ game_params *ret = default_params();
+
+ ret->w = ret->h = atoi(string);
+ while (*string && isdigit(*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ }
+
+ return ret;
+}
+
+static char *encode_params(game_params *params)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-char *validate_params(game_params *params)
+static 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)
+static int perm_parity(int *perm, int n)
{
int i, j, ret;
return ret;
}
-char *new_game_seed(game_params *params)
+static char *new_game_seed(game_params *params, random_state *rs)
{
int stop, n, i, x;
int x1, x2, p1, p2;
* 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++)
}
-char *validate_seed(game_params *params, char *seed)
+static char *validate_seed(game_params *params, char *seed)
{
char *p, *err;
int i, area;
return err;
}
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(game_params *params, char *seed)
{
game_state *state = snew(game_state);
int i;
return state;
}
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
return ret;
}
-void free_game(game_state *state)
+static void free_game(game_state *state)
{
sfree(state);
}
-game_state *make_move(game_state *from, int x, int y, int button)
+static game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static game_state *make_move(game_state *from, game_ui *ui,
+ int x, int y, int button)
{
int cx, cy;
int dx, dy, tx, ty, n;
game_state *ret;
- if (button != LEFT_BUTTON)
+ if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
return NULL;
cx = FROMCOORD(x);
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;
+ }
+
ret = dup_game(from);
do {
int *tiles;
};
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, int *x, int *y)
{
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
return ret;
}
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
return ds;
}
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
}
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float animtime, float flashtime)
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
{
- int i, pass, bgcolour;
+ int i, bgcolour;
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
}
/*
- * 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 (dx != 0 &&
- dx != TILE_SIZE * state->last_movement_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 * state->last_movement_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 {
- 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 (dir < 0) {
+ assert(oldstate);
+ 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);
}
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(game_state *oldstate,
+ game_state *newstate, int dir)
{
return ANIM_TIME;
}
-float game_flash_length(game_state *oldstate, game_state *newstate)
+static float game_flash_length(game_state *oldstate,
+ game_state *newstate, int dir)
{
if (!oldstate->completed && newstate->completed)
return 2 * FLASH_FRAME;
return 0.0F;
}
-int game_wants_statusbar(void)
+static int game_wants_statusbar(void)
{
return TRUE;
}
+
+#ifdef COMBINED
+#define thegame sixteen
+#endif
+
+const struct game thegame = {
+ "Sixteen", "games.sixteen", TRUE,
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ game_configure,
+ custom_params,
+ validate_params,
+ new_game_seed,
+ validate_seed,
+ new_game,
+ dup_game,
+ free_game,
+ new_ui,
+ free_ui,
+ make_move,
+ game_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_wants_statusbar,
+};