#include "puzzles.h"
-#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 )
for (j = 0; j < n/2; j++) {
int k;
int g[4];
- int p[4] = {
- j*w+i,
- i*w+(n-j-1),
- (n-j-1)*w+(n-i-1),
- (n-i-1)*w+j
- };
+ int p[4];
+
+ p[0] = j*w+i;
+ p[1] = i*w+(n-j-1);
+ p[2] = (n-j-1)*w+(n-i-1);
+ p[3] = (n-i-1)*w+j;
for (k = 0; k < 4; k++)
g[k] = grid[p[k]];
*/
oldtotal = prevmoves[y*rw+x];
newtotal = oldtotal + r;
- } while (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2);
+
+ /*
+ * Special case here for w==h==n, in which case
+ * there is actually no way to _avoid_ all moves
+ * repeating or undoing previous ones.
+ */
+ } while ((w != n || h != n) &&
+ (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2));
do_rotate(grid, w, h, n, params->orientable, x, y, r);
return 0;
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *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.
- */
- qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
- for (i = 0; i < ret->w*ret->h; i++)
- ret->grid[i] &= ~3;
- 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 game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+char *encode_ui(game_ui *ui)
{
- int w = from->w, h = from->h, n = from->n, wh = w*h;
- game_state *ret;
+ return NULL;
+}
+
+void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+ game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int started;
+ int w, h, bgcolour;
+ int *grid;
+ int tilesize;
+};
+
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
+{
+ int w = state->w, h = state->h, n = state->n /* , wh = w*h */;
+ char buf[80];
int dir;
button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
}
/*
- * This is a valid move. Make it.
+ * If we reach here, we have a valid move.
*/
+ sprintf(buf, "M%d,%d,%d", x, y, dir);
+ return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int w = from->w, h = from->h, n = from->n, wh = w*h;
+ int x, y, dir;
+
+ 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.
+ */
+ qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
+ for (i = 0; i < ret->w*ret->h; i++)
+ ret->grid[i] &= ~3;
+ ret->used_solve = ret->just_used_solve = TRUE;
+ ret->completed = ret->movecount = 1;
+
+ return ret;
+ }
+
+ if (move[0] != 'M' ||
+ sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 ||
+ x < 0 || y < 0 || x > from->w - n || y > from->h - n)
+ return NULL; /* can't parse this move string */
+
ret = dup_game(from);
ret->just_used_solve = FALSE; /* zero this in a hurry */
ret->movecount++;
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int w, h, bgcolour;
- int *grid;
-};
-
-static 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;
}
ds->h = state->h;
ds->bgcolour = COL_BACKGROUND;
ds->grid = snewn(ds->w*ds->h, int);
+ ds->tilesize = 0; /* haven't decided yet */
for (i = 0; i < ds->w*ds->h; i++)
ds->grid[i] = -1;
}
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
- int tile, int flash_colour, struct rotation *rot)
+static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
+ int x, int y, int tile, int flash_colour,
+ struct rotation *rot)
{
int coords[8];
char str[40];
ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
int x = COORD(tx), y = COORD(ty);
- draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
+ draw_tile(fe, ds, state, x, y, state->grid[i], bgcolour, rot);
ds->grid[i] = t;
}
}
TRUE, game_text_format,
new_ui,
free_ui,
- make_move,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
game_size,
game_colours,
game_new_drawstate,