Infrastructure change which I've been thinking about for a while:
[sgt/puzzles] / fifteen.c
index 78060f5..d8ba3b0 100644 (file)
--- a/fifteen.c
+++ b/fifteen.c
@@ -6,14 +6,13 @@
 #include <stdlib.h>
 #include <string.h>
 #include <assert.h>
+#include <ctype.h>
 #include <math.h>
 
 #include "puzzles.h"
 
-const char *const game_name = "Fifteen";
-const int game_can_configure = TRUE;
-
-#define TILE_SIZE 48
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
 #define BORDER    (TILE_SIZE / 2)
 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
 #define COORD(x)  ( (x) * TILE_SIZE + BORDER )
@@ -43,10 +42,12 @@ struct game_state {
     int *tiles;
     int gap_pos;
     int completed;
+    int just_used_solve;              /* used to suppress undo animation */
+    int used_solve;                   /* used to suppress completion flash */
     int movecount;
 };
 
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
@@ -55,24 +56,43 @@ game_params *default_params(void)
     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)
 {
     return FALSE;
 }
 
-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 void decode_params(game_params *ret, char const *string)
+{
+    ret->w = ret->h = atoi(string);
+    while (*string && isdigit(*string)) string++;
+    if (*string == 'x') {
+        string++;
+        ret->h = atoi(string);
+    }
+}
+
+static char *encode_params(game_params *params, int full)
+{
+    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];
@@ -99,7 +119,7 @@ config_item *game_configure(game_params *params)
     return ret;
 }
 
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(config_item *cfg)
 {
     game_params *ret = snew(game_params);
 
@@ -109,15 +129,15 @@ game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-char *validate_params(game_params *params)
+static char *validate_params(game_params *params)
 {
-    if (params->w < 2 && params->h < 2)
+    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;
 
@@ -131,7 +151,8 @@ int perm_parity(int *perm, int n)
     return ret;
 }
 
-char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_desc(game_params *params, random_state *rs,
+                          game_aux_info **aux, int interactive)
 {
     int gap, n, i, x;
     int x1, x2, p1, p2, parity;
@@ -223,8 +244,8 @@ char *new_game_seed(game_params *params, random_state *rs)
     }
 
     /*
-     * Now construct the game seed, by describing the tile array as
-     * a simple sequence of comma-separated integers.
+     * Now construct the game description, by describing the tile
+     * array as a simple sequence of comma-separated integers.
      */
     ret = NULL;
     retlen = 0;
@@ -246,14 +267,19 @@ char *new_game_seed(game_params *params, random_state *rs)
     return ret;
 }
 
-char *validate_seed(game_params *params, char *seed)
+static void game_free_aux_info(game_aux_info *aux)
+{
+    assert(!"Shouldn't happen");
+}
+
+static char *validate_desc(game_params *params, char *desc)
 {
     char *p, *err;
     int i, area;
     int *used;
 
     area = params->w * params->h;
-    p = seed;
+    p = desc;
     err = NULL;
 
     used = snewn(area, int);
@@ -297,7 +323,7 @@ char *validate_seed(game_params *params, char *seed)
     return err;
 }
 
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     int i;
@@ -309,7 +335,7 @@ game_state *new_game(game_params *params, char *seed)
     state->tiles = snewn(state->n, int);
 
     state->gap_pos = 0;
-    p = seed;
+    p = desc;
     i = 0;
     for (i = 0; i < state->n; i++) {
         assert(*p);
@@ -324,11 +350,12 @@ game_state *new_game(game_params *params, char *seed)
     assert(state->tiles[state->gap_pos] == 0);
 
     state->completed = state->movecount = 0;
+    state->used_solve = state->just_used_solve = FALSE;
 
     return state;
 }
 
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -340,29 +367,110 @@ game_state *dup_game(game_state *state)
     ret->gap_pos = state->gap_pos;
     ret->completed = state->completed;
     ret->movecount = state->movecount;
+    ret->used_solve = state->used_solve;
+    ret->just_used_solve = state->just_used_solve;
 
     return ret;
 }
 
-void free_game(game_state *state)
+static void free_game(game_state *state)
 {
+    sfree(state->tiles);
     sfree(state);
 }
 
-game_ui *new_ui(game_state *state)
+static game_state *solve_game(game_state *state, game_state *currstate,
+                             game_aux_info *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->n;
+    ret->gap_pos = ret->n-1;
+    ret->used_solve = ret->just_used_solve = TRUE;
+    ret->completed = ret->movecount = 1;
+
+    return ret;
+}
+
+static char *game_text_format(game_state *state)
+{
+    char *ret, *p, buf[80];
+    int x, y, col, maxlen;
+
+    /*
+     * First work out how many characters we need to display each
+     * number.
+     */
+    col = sprintf(buf, "%d", state->n-1);
+
+    /*
+     * Now we know the exact total size of the grid we're going to
+     * produce: it's got h rows, each containing w lots of col, w-1
+     * spaces and a trailing newline.
+     */
+    maxlen = state->h * state->w * (col+1);
+
+    ret = snewn(maxlen+1, char);
+    p = ret;
+
+    for (y = 0; y < state->h; y++) {
+       for (x = 0; x < state->w; x++) {
+           int v = state->tiles[state->w*y+x];
+           if (v == 0)
+               sprintf(buf, "%*s", col, "");
+           else
+               sprintf(buf, "%*d", col, v);
+           memcpy(p, buf, col);
+           p += col;
+           if (x+1 == state->w)
+               *p++ = '\n';
+           else
+               *p++ = ' ';
+       }
+    }
+
+    assert(p - ret == maxlen);
+    *p = '\0';
+    return ret;
+}
+
+static game_ui *new_ui(game_state *state)
 {
     return NULL;
 }
 
-void free_ui(game_ui *ui)
+static void free_ui(game_ui *ui)
 {
 }
 
-game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
 {
+}
+
+struct game_drawstate {
+    int started;
+    int w, h, bgcolour;
+    int *tiles;
+    int tilesize;
+};
+
+static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
+                             int x, int y, int button) {
     int gx, gy, dx, dy, ux, uy, up, p;
     game_state *ret;
 
+    button &= ~MOD_MASK;
+
     gx = X(from, from->gap_pos);
     gy = Y(from, from->gap_pos);
 
@@ -397,6 +505,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
     up = C(from, ux, uy);
 
     ret = dup_game(from);
+    ret->just_used_solve = FALSE;      /* zero this in a hurry */
 
     ret->gap_pos = C(from, dx, dy);
     assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
@@ -426,19 +535,28 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
  * Drawing routines.
  */
 
-struct game_drawstate {
-    int started;
-    int w, h, bgcolour;
-    int *tiles;
-};
-
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, game_drawstate *ds,
+                      int *x, int *y, int expand)
 {
+    int tsx, tsy, ts;
+    /*
+     * Each window dimension equals the tile size times one more
+     * than the grid dimension (the border is half the width of the
+     * tiles).
+     */
+    tsx = *x / (params->w + 1);
+    tsy = *y / (params->h + 1);
+    ts = min(tsx, tsy);
+    if (expand)
+        ds->tilesize = ts;
+    else
+        ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
     *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;
@@ -469,7 +587,7 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
     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;
@@ -479,20 +597,21 @@ game_drawstate *game_new_drawstate(game_state *state)
     ds->h = state->h;
     ds->bgcolour = COL_BACKGROUND;
     ds->tiles = snewn(ds->w*ds->h, int);
+    ds->tilesize = 0;                  /* haven't decided yet */
     for (i = 0; i < ds->w*ds->h; i++)
         ds->tiles[i] = -1;
 
     return ds;
 }
 
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
 {
     sfree(ds->tiles);
     sfree(ds);
 }
 
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
-                      int tile, int flash_colour)
+static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
+                      int x, int y, int tile, int flash_colour)
 {
     if (tile == 0) {
         draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE,
@@ -527,8 +646,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
     draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
 }
 
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, game_ui *ui,
+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;
@@ -540,7 +659,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         bgcolour = COL_BACKGROUND;
 
     if (!ds->started) {
-        int coords[6];
+        int coords[10];
 
        draw_rect(fe, 0, 0,
                  TILE_SIZE * state->w + 2 * BORDER,
@@ -556,15 +675,19 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
         coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
         coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
-        coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
-        coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
-        draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+        coords[4] = coords[2] - TILE_SIZE;
+        coords[5] = coords[3] + TILE_SIZE;
+        coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+        coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+        coords[6] = coords[8] + TILE_SIZE;
+        coords[7] = coords[9] - TILE_SIZE;
+        draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
+        draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
 
         coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
         coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
-        draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+        draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
+        draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
 
         ds->started = TRUE;
     }
@@ -649,7 +772,7 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                     y = COORD(Y(state, i));
                 }
 
-                draw_tile(fe, state, x, y, t, bgcolour);
+                draw_tile(fe, ds, state, x, y, t, bgcolour);
             }
             ds->tiles[i] = t0;
         }
@@ -669,28 +792,82 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         if (oldstate)
             state = oldstate;
 
-       sprintf(statusbuf, "%sMoves: %d",
-               (state->completed ? "COMPLETED! " : ""),
-               (state->completed ? state->completed : state->movecount));
+       if (state->used_solve)
+           sprintf(statusbuf, "Moves since auto-solve: %d",
+                   state->movecount - state->completed);
+       else
+           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)
+static float game_anim_length(game_state *oldstate,
+                             game_state *newstate, int dir, game_ui *ui)
 {
-    return ANIM_TIME;
+    if ((dir > 0 && newstate->just_used_solve) ||
+       (dir < 0 && oldstate->just_used_solve))
+       return 0.0F;
+    else
+       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, game_ui *ui)
 {
-    if (!oldstate->completed && newstate->completed)
+    if (!oldstate->completed && newstate->completed &&
+       !oldstate->used_solve && !newstate->used_solve)
         return 2 * FLASH_FRAME;
     else
         return 0.0F;
 }
 
-int game_wants_statusbar(void)
+static int game_wants_statusbar(void)
+{
+    return TRUE;
+}
+
+static int game_timing_state(game_state *state)
 {
     return TRUE;
 }
+
+#ifdef COMBINED
+#define thegame fifteen
+#endif
+
+const struct game thegame = {
+    "Fifteen", "games.fifteen",
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    TRUE, game_configure, custom_params,
+    validate_params,
+    new_game_desc,
+    game_free_aux_info,
+    validate_desc,
+    new_game,
+    dup_game,
+    free_game,
+    TRUE, solve_game,
+    TRUE, game_text_format,
+    new_ui,
+    free_ui,
+    game_changed_state,
+    make_move,
+    game_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    game_wants_statusbar,
+    FALSE, game_timing_state,
+    0,                                /* mouse_priorities */
+};