#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 char *const game_winhelp_topic = "games.sixteen";
const int game_can_configure = TRUE;
#define TILE_SIZE 48
return ret;
}
+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;
+}
+
+char *encode_params(game_params *params)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+
+ return dupstr(data);
+}
+
config_item *game_configure(game_params *params)
{
config_item *ret;
sfree(state);
}
-game_state *make_move(game_state *from, int x, int y, int button)
+game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+void free_ui(game_ui *ui)
+{
+}
+
+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 {
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float animtime, float flashtime)
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
{
int i, bgcolour;
float c;
int sense;
- if (oldstate && state->movecount < oldstate->movecount)
+ if (dir < 0) {
+ assert(oldstate);
sense = -oldstate->last_movement_sense;
- else
+ } else {
sense = state->last_movement_sense;
+ }
t = state->tiles[i];
}
}
-float game_anim_length(game_state *oldstate, game_state *newstate)
+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)
+float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
{
if (!oldstate->completed && newstate->completed)
return 2 * FLASH_FRAME;