X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/c822de4a691a95cd9274aab0c302e74c76ff6ae8..b498c53924c571d997f97c7ff3dd81c3e66894a1:/fifteen.c diff --git a/fifteen.c b/fifteen.c index f6ff24a..5bcc87a 100644 --- a/fifteen.c +++ b/fifteen.c @@ -11,10 +11,6 @@ #include "puzzles.h" -const char *const game_name = "Fifteen"; -const char *const game_winhelp_topic = "games.fifteen"; -const int game_can_configure = TRUE; - #define TILE_SIZE 48 #define BORDER (TILE_SIZE / 2) #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) @@ -45,10 +41,12 @@ struct game_state { int *tiles; int gap_pos; int completed; + int just_used_solve; /* used to suppress undo animation */ + int used_solve; /* used to suppress completion flash */ int movecount; }; -game_params *default_params(void) +static game_params *default_params(void) { game_params *ret = snew(game_params); @@ -57,38 +55,34 @@ 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) { return FALSE; } -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; } -game_params *decode_params(char const *string) +static void decode_params(game_params *ret, 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) +static char *encode_params(game_params *params, int full) { char data[256]; @@ -97,7 +91,7 @@ char *encode_params(game_params *params) return dupstr(data); } -config_item *game_configure(game_params *params) +static config_item *game_configure(game_params *params) { config_item *ret; char buf[80]; @@ -124,7 +118,7 @@ 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); @@ -134,7 +128,7 @@ 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"; @@ -142,7 +136,7 @@ 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; @@ -156,7 +150,8 @@ int perm_parity(int *perm, int n) return ret; } -char *new_game_seed(game_params *params, random_state *rs) +static char *new_game_desc(game_params *params, random_state *rs, + game_aux_info **aux) { int gap, n, i, x; int x1, x2, p1, p2, parity; @@ -248,8 +243,8 @@ char *new_game_seed(game_params *params, random_state *rs) } /* - * Now construct the game seed, by describing the tile array as - * a simple sequence of comma-separated integers. + * Now construct the game description, by describing the tile + * array as a simple sequence of comma-separated integers. */ ret = NULL; retlen = 0; @@ -271,14 +266,19 @@ char *new_game_seed(game_params *params, random_state *rs) return ret; } -char *validate_seed(game_params *params, char *seed) +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; int i, area; int *used; area = params->w * params->h; - p = seed; + p = desc; err = NULL; used = snewn(area, int); @@ -322,7 +322,7 @@ char *validate_seed(game_params *params, char *seed) return err; } -game_state *new_game(game_params *params, char *seed) +static game_state *new_game(game_params *params, char *desc) { game_state *state = snew(game_state); int i; @@ -334,7 +334,7 @@ game_state *new_game(game_params *params, char *seed) state->tiles = snewn(state->n, int); state->gap_pos = 0; - p = seed; + p = desc; i = 0; for (i = 0; i < state->n; i++) { assert(*p); @@ -349,11 +349,12 @@ game_state *new_game(game_params *params, char *seed) assert(state->tiles[state->gap_pos] == 0); state->completed = state->movecount = 0; + state->used_solve = state->just_used_solve = FALSE; return state; } -game_state *dup_game(game_state *state) +static game_state *dup_game(game_state *state) { game_state *ret = snew(game_state); @@ -365,29 +366,98 @@ game_state *dup_game(game_state *state) ret->gap_pos = state->gap_pos; ret->completed = state->completed; ret->movecount = state->movecount; + ret->used_solve = state->used_solve; + ret->just_used_solve = state->just_used_solve; return ret; } -void free_game(game_state *state) +static void free_game(game_state *state) { sfree(state); } -game_ui *new_ui(game_state *state) +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->n; + ret->gap_pos = ret->n-1; + ret->used_solve = ret->just_used_solve = TRUE; + ret->completed = ret->movecount = 1; + + 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-1); + + /* + * 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]; + if (v == 0) + sprintf(buf, "%*s", col, ""); + else + 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; } -void free_ui(game_ui *ui) +static void free_ui(game_ui *ui) { } -game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) +static game_state *make_move(game_state *from, game_ui *ui, + int x, int y, int button) { int gx, gy, dx, dy, ux, uy, up, p; game_state *ret; + button &= ~MOD_MASK; + gx = X(from, from->gap_pos); gy = Y(from, from->gap_pos); @@ -422,6 +492,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) up = C(from, ux, uy); ret = dup_game(from); + ret->just_used_solve = FALSE; /* zero this in a hurry */ ret->gap_pos = C(from, dx, dy); assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n); @@ -457,13 +528,13 @@ 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; @@ -494,7 +565,7 @@ 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; @@ -510,7 +581,7 @@ 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); @@ -552,7 +623,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); } -void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { @@ -694,28 +765,74 @@ 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, int dir) +static float game_anim_length(game_state *oldstate, + game_state *newstate, int dir, game_ui *ui) { - 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, int dir) +static float game_flash_length(game_state *oldstate, + game_state *newstate, int dir, game_ui *ui) { - 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 fifteen +#endif + +const struct game thegame = { + "Fifteen", "games.fifteen", + default_params, + game_fetch_preset, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_desc, + game_free_aux_info, + validate_desc, + 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, +};