X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/1e3e152de7cc491b63c5e351b5f603d307182b07..871bf2946c5cbfdc7621c4b3d6850af0699297a0:/fifteen.c diff --git a/fifteen.c b/fifteen.c index 226de30..bd791ea 100644 --- a/fifteen.c +++ b/fifteen.c @@ -152,7 +152,7 @@ static int perm_parity(int *perm, int n) } static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux, int interactive) + char **aux, int interactive) { int gap, n, i, x; int x1, x2, p1, p2, parity; @@ -267,11 +267,6 @@ static char *new_game_desc(game_params *params, random_state *rs, return ret; } -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; @@ -379,26 +374,10 @@ static void free_game(game_state *state) sfree(state); } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +static char *solve_game(game_state *state, game_state *currstate, + char *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; + return dupstr("S"); } static char *game_text_format(game_state *state) @@ -452,6 +431,15 @@ static void free_ui(game_ui *ui) { } +static char *encode_ui(game_ui *ui) +{ + return NULL; +} + +static void decode_ui(game_ui *ui, char *encoding) +{ +} + static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { @@ -464,28 +452,29 @@ struct game_drawstate { 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; +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int x, int y, int button) +{ + int gx, gy, dx, dy; + char buf[80]; button &= ~MOD_MASK; - gx = X(from, from->gap_pos); - gy = Y(from, from->gap_pos); + gx = X(state, state->gap_pos); + gy = Y(state, state->gap_pos); if (button == CURSOR_RIGHT && gx > 0) dx = gx - 1, dy = gy; - else if (button == CURSOR_LEFT && gx < from->w-1) + else if (button == CURSOR_LEFT && gx < state->w-1) dx = gx + 1, dy = gy; else if (button == CURSOR_DOWN && gy > 0) dy = gy - 1, dx = gx; - else if (button == CURSOR_UP && gy < from->h-1) + else if (button == CURSOR_UP && gy < state->h-1) dy = gy + 1, dx = gx; else if (button == LEFT_BUTTON) { dx = FROMCOORD(x); dy = FROMCOORD(y); - if (dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) + if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h) return NULL; /* out of bounds */ /* * Any click location should be equal to the gap location @@ -496,6 +485,45 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, } else return NULL; /* no move */ + sprintf(buf, "M%d,%d", dx, dy); + return dupstr(buf); +} + +static game_state *execute_move(game_state *from, char *move) +{ + int gx, gy, dx, dy, ux, uy, up, p; + game_state *ret; + + 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. + */ + 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; + } + + gx = X(from, from->gap_pos); + gy = Y(from, from->gap_pos); + + if (move[0] != 'M' || + sscanf(move+1, "%d,%d", &dx, &dy) != 2 || + (dx == gx && dy == gy) || (dx != gx && dy != gy) || + dx < 0 || dx >= from->w || dy < 0 || dy >= from->h) + return NULL; + /* * Find the unit displacement from the original gap * position towards this one. @@ -538,19 +566,19 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, static void game_size(game_params *params, game_drawstate *ds, int *x, int *y, int expand) { - int tsx, tsy, ts; + double 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); + tsx = (double)*x / ((double)params->w + 1.0); + tsy = (double)*y / ((double)params->h + 1.0); ts = min(tsx, tsy); if (expand) - ds->tilesize = ts; + ds->tilesize = (int)(ts + 0.5); else - ds->tilesize = min(ts, PREFERRED_TILE_SIZE); + ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE); *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; @@ -849,7 +877,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -858,8 +885,11 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, + encode_ui, + decode_ui, game_changed_state, - make_move, + interpret_move, + execute_move, game_size, game_colours, game_new_drawstate,