X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/93b1da3d0f613d616b930419354558365847bc7d..59dae0db4e2110631e1c7f2ea5990f6b406aff6e:/sixteen.c diff --git a/sixteen.c b/sixteen.c index 70abe13..1b6107c 100644 --- a/sixteen.c +++ b/sixteen.c @@ -13,8 +13,9 @@ #include "puzzles.h" -#define TILE_SIZE 48 -#define BORDER TILE_SIZE /* big border to fill with arrows */ +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) +#define BORDER TILE_SIZE #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) @@ -173,7 +174,7 @@ static game_params *custom_params(config_item *cfg) 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; @@ -194,7 +195,7 @@ 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 stop, n, i, x; int x1, x2, p1, p2; @@ -397,11 +398,6 @@ 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) { @@ -505,28 +501,14 @@ static game_state *dup_game(game_state *state) static void free_game(game_state *state) { + sfree(state->tiles); 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->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) @@ -577,11 +559,32 @@ static void free_ui(game_ui *ui) { } -static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) { - int cx, cy; - int dx, dy, tx, ty, n; - game_state *ret; +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) +{ +} + +struct game_drawstate { + int started; + int w, h, bgcolour; + int *tiles; + int tilesize; +}; + +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int x, int y, int button) +{ + int cx, cy, dx, dy; + char buf[80]; button &= ~MOD_MASK; if (button != LEFT_BUTTON && button != RIGHT_BUTTON) @@ -589,38 +592,81 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, cx = FROMCOORD(x); cy = FROMCOORD(y); - if (cx == -1 && cy >= 0 && cy < from->h) - n = from->w, dx = +1, dy = 0; - else if (cx == from->w && cy >= 0 && cy < from->h) - n = from->w, dx = -1, dy = 0; - else if (cy == -1 && cx >= 0 && cx < from->w) - n = from->h, dy = +1, dx = 0; - else if (cy == from->h && cx >= 0 && cx < from->w) - n = from->h, dy = -1, dx = 0; + if (cx == -1 && cy >= 0 && cy < state->h) + dx = -1, dy = 0; + else if (cx == state->w && cy >= 0 && cy < state->h) + dx = +1, dy = 0; + else if (cy == -1 && cx >= 0 && cx < state->w) + dy = -1, dx = 0; + else if (cy == state->h && cx >= 0 && cx < state->w) + dy = +1, dx = 0; 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; + if (button == RIGHT_BUTTON) { + dx = -dx; + dy = -dy; + } + + if (dx) + sprintf(buf, "R%d,%d", cy, dx); + else + sprintf(buf, "C%d,%d", cx, dy); + return dupstr(buf); +} + +static game_state *execute_move(game_state *from, char *move) +{ + int cx, cy, dx, dy; + int tx, ty, n; + 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->used_solve = ret->just_used_solve = TRUE; + ret->completed = ret->movecount = 1; + + return ret; } + if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 && + cy >= 0 && cy < from->h) { + cx = dy = 0; + n = from->w; + } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 && + cx >= 0 && cx < from->w) { + cy = dx = 0; + n = from->h; + } else + return NULL; + ret = dup_game(from); ret->just_used_solve = FALSE; /* zero this in a hurry */ do { - cx += dx; - cy += dy; - tx = (cx + dx + from->w) % from->w; - ty = (cy + dy + from->h) % from->h; + tx = (cx - dx + from->w) % from->w; + ty = (cy - dy + from->h) % from->h; ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; + cx = tx; + cy = ty; } while (--n > 0); ret->movecount++; - ret->last_movement_sense = -(dx+dy); + ret->last_movement_sense = dx+dy; /* * See if the game has been completed. @@ -639,14 +685,24 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, * Drawing routines. */ -struct game_drawstate { - int started; - int w, h, bgcolour; - int *tiles; -}; - -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 two more + * than the grid dimension (the border is the same size as the + * tiles). + */ + tsx = *x / (params->w + 2); + tsy = *y / (params->h + 2); + 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; } @@ -692,6 +748,7 @@ static 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; @@ -704,7 +761,8 @@ static void game_free_drawstate(game_drawstate *ds) sfree(ds); } -static void draw_tile(frontend *fe, game_state *state, int x, int y, +static void draw_tile(frontend *fe, game_drawstate *ds, + game_state *state, int x, int y, int tile, int flash_colour) { if (tile == 0) { @@ -740,7 +798,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); } -static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) +static void draw_arrow(frontend *fe, game_drawstate *ds, + int x, int y, int xdx, int xdy) { int coords[14]; int ydy = -xdx, ydx = xdy; @@ -774,7 +833,7 @@ static 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, @@ -790,26 +849,30 @@ static 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); /* * Arrows for making moves. */ for (i = 0; i < state->w; i++) { - draw_arrow(fe, COORD(i), COORD(0), +1, 0); - draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); + draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0); + draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0); } for (i = 0; i < state->h; i++) { - draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); - draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); + draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1); + draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1); } ds->started = TRUE; @@ -907,9 +970,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, x2 = y2 = -1; } - draw_tile(fe, state, x, y, t, bgcolour); + draw_tile(fe, ds, state, x, y, t, bgcolour); if (x2 != -1 || y2 != -1) - draw_tile(fe, state, x2, y2, t, bgcolour); + draw_tile(fe, ds, state, x2, y2, t, bgcolour); } ds->tiles[i] = t0; } @@ -992,7 +1055,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1001,7 +1063,11 @@ const struct game thegame = { 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,