Allow for trailing '\0' in game_text_format() in various games.
[sgt/puzzles] / sixteen.c
index 7217d10..950f724 100644 (file)
--- a/sixteen.c
+++ b/sixteen.c
@@ -8,21 +8,19 @@
 #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 )
@@ -44,11 +42,13 @@ struct game_state {
     int w, h, n;
     int *tiles;
     int completed;
+    int just_used_solve;              /* used to suppress undo animation */
+    int used_solve;                   /* used to suppress completion flash */
     int movecount;
     int last_movement_sense;
 };
 
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
@@ -57,7 +57,7 @@ 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)
 {
     game_params *ret;
     int w, h;
@@ -80,19 +80,42 @@ int game_fetch_preset(int i, char **name, game_params **params)
     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];
@@ -119,7 +142,7 @@ 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);
 
@@ -129,7 +152,7 @@ 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)
        return "Width and height must both be at least two";
@@ -137,7 +160,7 @@ char *validate_params(game_params *params)
     return NULL;
 }
 
-int perm_parity(int *perm, int n)
+static int perm_parity(int *perm, int n)
 {
     int i, j, ret;
 
@@ -151,7 +174,8 @@ int perm_parity(int *perm, int n)
     return ret;
 }
 
-char *new_game_seed(game_params *params)
+static char *new_game_seed(game_params *params, random_state *rs,
+                          game_aux_info **aux)
 {
     int stop, n, i, x;
     int x1, x2, p1, p2;
@@ -181,7 +205,7 @@ 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++)
@@ -257,7 +281,64 @@ char *new_game_seed(game_params *params)
     return ret;
 }
 
-game_state *new_game(game_params *params, char *seed)
+static void game_free_aux_info(game_aux_info *aux)
+{
+    assert(!"Shouldn't happen");
+}
+
+
+static 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;
+}
+
+static game_state *new_game(game_params *params, char *seed)
 {
     game_state *state = snew(game_state);
     int i;
@@ -280,12 +361,13 @@ game_state *new_game(game_params *params, char *seed)
     assert(!*p);
 
     state->completed = state->movecount = 0;
+    state->used_solve = state->just_used_solve = FALSE;
     state->last_movement_sense = 0;
 
     return state;
 }
 
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -296,23 +378,95 @@ game_state *dup_game(game_state *state)
     memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
     ret->completed = state->completed;
     ret->movecount = state->movecount;
+    ret->used_solve = state->used_solve;
+    ret->just_used_solve = state->just_used_solve;
     ret->last_movement_sense = state->last_movement_sense;
 
     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_state *solve_game(game_state *state, 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->used_solve = ret->just_used_solve = TRUE;
+    ret->completed = ret->movecount;
+
+    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);
+
+    /*
+     * 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];
+           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;
+}
+
+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);
@@ -328,7 +482,15 @@ game_state *make_move(game_state *from, int x, int y, int button)
     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);
+    ret->just_used_solve = FALSE;      /* zero this in a hurry */
 
     do {
         cx += dx;
@@ -365,13 +527,13 @@ struct game_drawstate {
     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;
@@ -402,7 +564,7 @@ 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;
@@ -418,7 +580,7 @@ game_drawstate *game_new_drawstate(game_state *state)
     return ds;
 }
 
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
 {
     sfree(ds->tiles);
     sfree(ds);
@@ -481,10 +643,11 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
     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);
@@ -535,111 +698,102 @@ 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 (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);
@@ -659,28 +813,74 @@ 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)
 {
-    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)
 {
-    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;
 }
+
+#ifdef COMBINED
+#define thegame sixteen
+#endif
+
+const struct game thegame = {
+    "Sixteen", "games.sixteen",
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    TRUE, game_configure, custom_params,
+    validate_params,
+    new_game_seed,
+    game_free_aux_info,
+    validate_seed,
+    new_game,
+    dup_game,
+    free_game,
+    TRUE, solve_game,
+    TRUE, game_text_format,
+    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,
+};