X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/d50832a37e1f285555051de42569505bab2984a3..84cf18f701885475a025e3350492bbffcc201113:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 44a1e39..8000780 100644 --- a/twiddle.c +++ b/twiddle.c @@ -14,14 +14,13 @@ #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 ) #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) -#define PI 3.141592653589793238462643383279502884197169399 - #define ANIM_PER_RADIUS_UNIT 0.13F #define FLASH_FRAME 0.13F @@ -39,6 +38,7 @@ struct game_params { int w, h, n; int rowsonly; int orientable; + int movetarget; }; struct game_state { @@ -46,7 +46,9 @@ struct game_state { int orientable; int *grid; int completed; - int movecount; + int just_used_solve; /* used to suppress undo animation */ + int used_solve; /* used to suppress completion flash */ + int movecount, movetarget; int lastx, lasty, lastr; /* coordinates of last rotation */ }; @@ -57,6 +59,7 @@ static game_params *default_params(void) ret->w = ret->h = 3; ret->n = 2; ret->rowsonly = ret->orientable = FALSE; + ret->movetarget = 0; return ret; } @@ -99,13 +102,12 @@ static int game_fetch_preset(int i, char **name, game_params **params) return TRUE; } -static game_params *decode_params(char const *string) +static void decode_params(game_params *ret, char const *string) { - game_params *ret = snew(game_params); - ret->w = ret->h = atoi(string); ret->n = 2; ret->rowsonly = ret->orientable = FALSE; + ret->movetarget = 0; while (*string && isdigit(*string)) string++; if (*string == 'x') { string++; @@ -122,19 +124,25 @@ static game_params *decode_params(char const *string) ret->rowsonly = TRUE; } else if (*string == 'o') { ret->orientable = TRUE; + } else if (*string == 'm') { + string++; + ret->movetarget = atoi(string); + while (string[1] && isdigit(string[1])) string++; } string++; } - - return ret; } -static char *encode_params(game_params *params) +static char *encode_params(game_params *params, int full) { char buf[256]; sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n, params->rowsonly ? "r" : "", params->orientable ? "o" : ""); + /* Shuffle limit is part of the limited parameters, because we have to + * supply the target move count. */ + if (params->movetarget) + sprintf(buf + strlen(buf), "m%d", params->movetarget); return dupstr(buf); } @@ -143,7 +151,7 @@ static config_item *game_configure(game_params *params) config_item *ret; char buf[80]; - ret = snewn(6, config_item); + ret = snewn(7, config_item); ret[0].name = "Width"; ret[0].type = C_STRING; @@ -173,11 +181,17 @@ static config_item *game_configure(game_params *params) ret[4].sval = NULL; ret[4].ival = params->orientable; - ret[5].name = NULL; - ret[5].type = C_END; - ret[5].sval = NULL; + ret[5].name = "Number of shuffling moves"; + ret[5].type = C_STRING; + sprintf(buf, "%d", params->movetarget); + ret[5].sval = dupstr(buf); ret[5].ival = 0; + ret[6].name = NULL; + ret[6].type = C_END; + ret[6].sval = NULL; + ret[6].ival = 0; + return ret; } @@ -190,6 +204,7 @@ static game_params *custom_params(config_item *cfg) ret->n = atoi(cfg[2].sval); ret->rowsonly = cfg[3].ival; ret->orientable = cfg[4].ival; + ret->movetarget = atoi(cfg[5].sval); return ret; } @@ -246,12 +261,12 @@ static void do_rotate(int *grid, int w, int h, int n, int orientable, 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]]; @@ -291,7 +306,8 @@ static int grid_complete(int *grid, int wh, int orientable) return ok; } -static 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 interactive) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -314,27 +330,85 @@ static char *new_game_seed(game_params *params, random_state *rs) * and simply shuffle the grid by making a long sequence of * randomly chosen moves. */ - total_moves = w*h*n*n*2; - for (i = 0; i < total_moves; i++) { - int x, y; + total_moves = params->movetarget; + if (!total_moves) + /* Add a random move to avoid parity issues. */ + total_moves = w*h*n*n*2 + random_upto(rs, 2); + + do { + int *prevmoves; + int rw, rh; /* w/h of rotation centre space */ + + rw = w - n + 1; + rh = h - n + 1; + prevmoves = snewn(rw * rh, int); + for (i = 0; i < rw * rh; i++) + prevmoves[i] = 0; + + for (i = 0; i < total_moves; i++) { + int x, y, r, oldtotal, newtotal, dx, dy; + + do { + x = random_upto(rs, w - n + 1); + y = random_upto(rs, h - n + 1); + r = 2 * random_upto(rs, 2) - 1; + + /* + * See if any previous rotations has happened at + * this point which nothing has overlapped since. + * If so, ensure we haven't either undone a + * previous move or repeated one so many times that + * it turns into fewer moves in the inverse + * direction (i.e. three identical rotations). + */ + oldtotal = prevmoves[y*rw+x]; + newtotal = oldtotal + r; + + /* + * 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); + + /* + * Log the rotation we've just performed at this point, + * for inversion detection in the next move. + * + * Also zero a section of the prevmoves array, because + * any rotation area which _overlaps_ this one is now + * entirely safe to perform further moves in. + * + * Two rotation areas overlap if their top left + * coordinates differ by strictly less than n in both + * directions + */ + prevmoves[y*rw+x] += r; + for (dy = -n+1; dy <= n-1; dy++) { + if (y + dy < 0 || y + dy >= rh) + continue; + for (dx = -n+1; dx <= n-1; dx++) { + if (x + dx < 0 || x + dx >= rw) + continue; + if (dx == 0 && dy == 0) + continue; + prevmoves[(y+dy)*rw+(x+dx)] = 0; + } + } + } - x = random_upto(rs, w - n + 1); - y = random_upto(rs, h - n + 1); - do_rotate(grid, w, h, n, params->orientable, - x, y, 1 + random_upto(rs, 3)); + sfree(prevmoves); - /* - * Optionally one more move in case the entire grid has - * happened to come out solved. - */ - if (i == total_moves - 1 && grid_complete(grid, wh, - params->orientable)) - i--; - } + } while (grid_complete(grid, wh, params->orientable)); /* - * Now construct the game seed, by describing the grid as a - * simple sequence of comma-separated integers. + * Now construct the game description, by describing the grid + * as a simple sequence of integers. They're comma-separated, + * unless the puzzle is orientable in which case they're + * separated by orientation letters `u', `d', `l' and `r'. */ ret = NULL; retlen = 0; @@ -342,37 +416,46 @@ static char *new_game_seed(game_params *params, random_state *rs) char buf[80]; int k; - k = sprintf(buf, "%d,", grid[i]); + k = sprintf(buf, "%d%c", grid[i] / 4, + (char)(params->orientable ? "uldr"[grid[i] & 3] : ',')); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); retlen += k; } - ret[retlen-1] = '\0'; /* delete last comma */ + if (!params->orientable) + ret[retlen-1] = '\0'; /* delete last comma */ sfree(grid); return ret; } -static 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 w = params->w, h = params->h, wh = w*h; int i; - p = seed; + p = desc; err = NULL; for (i = 0; i < wh; i++) { - if (*p < '0' || *p > '9') { + if (*p < '0' || *p > '9') return "Not enough numbers in string"; - } while (*p >= '0' && *p <= '9') p++; - if (i < wh-1 && *p != ',') { - return "Expected comma after number"; - } - else if (i == wh-1 && *p) { + if (!params->orientable && i < wh-1) { + if (*p != ',') + return "Expected comma after number"; + } else if (params->orientable && i < wh) { + if (*p != 'l' && *p != 'r' && *p != 'u' && *p != 'd') + return "Expected orientation letter after number"; + } else if (i == wh-1 && *p) { return "Excess junk at end of string"; } @@ -382,7 +465,7 @@ static char *validate_seed(game_params *params, char *seed) return NULL; } -static game_state *new_game(game_params *params, char *seed) +static game_state *new_game(midend_data *me, game_params *params, char *desc) { game_state *state = snew(game_state); int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -394,19 +477,29 @@ static game_state *new_game(game_params *params, char *seed) state->n = n; state->orientable = params->orientable; state->completed = 0; + state->used_solve = state->just_used_solve = FALSE; state->movecount = 0; + state->movetarget = params->movetarget; state->lastx = state->lasty = state->lastr = -1; state->grid = snewn(wh, int); - p = seed; + p = desc; for (i = 0; i < wh; i++) { - state->grid[i] = atoi(p); + state->grid[i] = 4 * atoi(p); while (*p >= '0' && *p <= '9') p++; - - if (*p) p++; /* eat comma */ + if (*p) { + if (params->orientable) { + switch (*p) { + case 'l': state->grid[i] |= 1; break; + case 'd': state->grid[i] |= 2; break; + case 'r': state->grid[i] |= 3; break; + } + } + p++; + } } return state; @@ -422,9 +515,12 @@ static game_state *dup_game(game_state *state) ret->orientable = state->orientable; ret->completed = state->completed; ret->movecount = state->movecount; + ret->movetarget = state->movetarget; ret->lastx = state->lastx; ret->lasty = state->lasty; ret->lastr = state->lastr; + ret->used_solve = state->used_solve; + ret->just_used_solve = state->just_used_solve; ret->grid = snewn(ret->w * ret->h, int); memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); @@ -438,6 +534,87 @@ static void free_game(game_state *state) sfree(state); } +static int compare_int(const void *av, const void *bv) +{ + const int *a = (const int *)av; + const int *b = (const int *)bv; + if (*a < *b) + return -1; + else if (*a > *b) + return +1; + else + return 0; +} + +static game_state *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; +} + +static char *game_text_format(game_state *state) +{ + char *ret, *p, buf[80]; + int i, x, y, col, o, maxlen; + + /* + * First work out how many characters we need to display each + * number. We're pretty flexible on grid contents here, so we + * have to scan the entire grid. + */ + col = 0; + for (i = 0; i < state->w * state->h; i++) { + x = sprintf(buf, "%d", state->grid[i] / 4); + if (col < x) col = x; + } + o = (state->orientable ? 1 : 0); + + /* + * 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+o, + * w-1 spaces and a trailing newline. + */ + maxlen = state->h * state->w * (col+o+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->grid[state->w*y+x]; + sprintf(buf, "%*d", col, v/4); + memcpy(p, buf, col); + p += col; + if (o) + *p++ = "^"[v & 3]; + 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; @@ -447,13 +624,27 @@ static void free_ui(game_ui *ui) { } -static game_state *make_move(game_state *from, game_ui *ui, int x, int y, - int button) +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 game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, + int x, int y, int button) { int w = from->w, h = from->h, n = from->n, wh = w*h; game_state *ret; int dir; + button = button & (~MOD_MASK | MOD_NUM_KEYPAD); + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { /* * Determine the coordinates of the click. We offset by n-1 @@ -464,43 +655,89 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, y -= (n-1) * TILE_SIZE / 2; x = FROMCOORD(x); y = FROMCOORD(y); - if (x < 0 || x > w-n || y < 0 || y > w-n) + dir = (button == LEFT_BUTTON ? 1 : -1); + if (x < 0 || x > w-n || y < 0 || y > h-n) return NULL; + } else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') { + x = y = 0; + dir = (button == 'A' ? -1 : +1); + } else if (button == 'b' || button == 'B' || button==MOD_NUM_KEYPAD+'9') { + x = w-n; + y = 0; + dir = (button == 'B' ? -1 : +1); + } else if (button == 'c' || button == 'C' || button==MOD_NUM_KEYPAD+'1') { + x = 0; + y = h-n; + dir = (button == 'C' ? -1 : +1); + } else if (button == 'd' || button == 'D' || button==MOD_NUM_KEYPAD+'3') { + x = w-n; + y = h-n; + dir = (button == 'D' ? -1 : +1); + } else if (button==MOD_NUM_KEYPAD+'8' && (w-n) % 2 == 0) { + x = (w-n) / 2; + y = 0; + dir = +1; + } else if (button==MOD_NUM_KEYPAD+'2' && (w-n) % 2 == 0) { + x = (w-n) / 2; + y = h-n; + dir = +1; + } else if (button==MOD_NUM_KEYPAD+'4' && (h-n) % 2 == 0) { + x = 0; + y = (h-n) / 2; + dir = +1; + } else if (button==MOD_NUM_KEYPAD+'6' && (h-n) % 2 == 0) { + x = w-n; + y = (h-n) / 2; + dir = +1; + } else if (button==MOD_NUM_KEYPAD+'5' && (w-n) % 2 == 0 && (h-n) % 2 == 0){ + x = (w-n) / 2; + y = (h-n) / 2; + dir = +1; + } else { + return NULL; /* no move to be made */ + } - /* - * This is a valid move. Make it. - */ - ret = dup_game(from); - ret->movecount++; - dir = (button == LEFT_BUTTON ? 1 : -1); - do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); - ret->lastx = x; - ret->lasty = y; - ret->lastr = dir; + /* + * This is a valid move. Make it. + */ + ret = dup_game(from); + ret->just_used_solve = FALSE; /* zero this in a hurry */ + ret->movecount++; + do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); + ret->lastx = x; + ret->lasty = y; + ret->lastr = dir; - /* - * See if the game has been completed. To do this we simply - * test that the grid contents are in increasing order. - */ - if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) - ret->completed = ret->movecount; - return ret; - } - return NULL; + /* + * See if the game has been completed. To do this we simply + * test that the grid contents are in increasing order. + */ + if (!ret->completed && grid_complete(ret->grid, wh, ret->orientable)) + ret->completed = ret->movecount; + return ret; } /* ---------------------------------------------------------------------- * 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; } @@ -548,6 +785,7 @@ static game_drawstate *game_new_drawstate(game_state *state) 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; @@ -556,6 +794,7 @@ static game_drawstate *game_new_drawstate(game_state *state) static void game_free_drawstate(game_drawstate *ds) { + sfree(ds->grid); sfree(ds); } @@ -580,12 +819,23 @@ static void rotate(int *xy, struct rotation *rot) } } -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]; + /* + * If we've been passed a rotation region but we're drawing a + * tile which is outside it, we must draw it normally. This can + * occur if we're cleaning up after a completion flash while a + * new move is also being made. + */ + if (rot && (x < rot->cx || y < rot->cy || + x >= rot->cx+rot->cw || y >= rot->cy+rot->ch)) + rot = NULL; + if (rot) clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); @@ -656,7 +906,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, } /* - * Next, the colour bars for orientation. + * Next, the triangles for orientation. */ if (state->orientable) { int xdx, xdy, ydx, ydy; @@ -685,14 +935,14 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2; displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH; - coords[0] = cx - displ * xdx - displ2 * ydx; - coords[1] = cy - displ * xdy - displ2 * ydy; + coords[0] = cx - displ * xdx + displ2 * ydx; + coords[1] = cy - displ * xdy + displ2 * ydy; rotate(coords+0, rot); - coords[2] = cx + displ * xdx - displ2 * ydx; - coords[3] = cy + displ * xdy - displ2 * ydy; + coords[2] = cx + displ * xdx + displ2 * ydx; + coords[3] = cy + displ * xdy + displ2 * ydy; rotate(coords+2, rot); - coords[4] = cx + displ * ydx; - coords[5] = cy + displ * ydy; + coords[4] = cx - displ * ydx; + coords[5] = cy - displ * ydy; rotate(coords+4, rot); draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); @@ -753,15 +1003,20 @@ static int highlight_colour(float angle) } static float game_anim_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { - return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); + if ((dir > 0 && newstate->just_used_solve) || + (dir < 0 && oldstate->just_used_solve)) + return 0.0F; + else + return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); } static float game_flash_length(game_state *oldstate, game_state *newstate, - int dir) + 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; @@ -782,7 +1037,7 @@ 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, @@ -798,15 +1053,19 @@ 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); ds->started = TRUE; } @@ -818,7 +1077,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ if (oldstate) { float angle; - float anim_max = game_anim_length(oldstate, state, dir); + float anim_max = game_anim_length(oldstate, state, dir, ui); if (dir > 0) { lastx = state->lastx; @@ -877,7 +1136,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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; } } @@ -896,9 +1155,17 @@ static 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)); + if (state->movetarget) + sprintf(statusbuf+strlen(statusbuf), " (target %d)", + state->movetarget); + } status_bar(fe, statusbuf); } @@ -909,28 +1176,36 @@ static int game_wants_statusbar(void) return TRUE; } +static int game_timing_state(game_state *state) +{ + return TRUE; +} + #ifdef COMBINED #define thegame twiddle #endif const struct game thegame = { - "Twiddle", "games.twiddle", TRUE, + "Twiddle", "games.twiddle", default_params, game_fetch_preset, decode_params, encode_params, free_params, dup_params, - game_configure, - custom_params, + TRUE, game_configure, custom_params, validate_params, - new_game_seed, - validate_seed, + 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, + game_changed_state, make_move, game_size, game_colours, @@ -940,4 +1215,6 @@ const struct game thegame = { game_anim_length, game_flash_length, game_wants_statusbar, + FALSE, game_timing_state, + 0, /* mouse_priorities */ };