2 * sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
3 * from the 15-puzzle in that you toroidally rotate a row or column
16 #define PREFERRED_TILE_SIZE 48
17 #define TILE_SIZE (ds->tilesize)
18 #define BORDER TILE_SIZE
19 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
21 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
23 #define ANIM_TIME 0.13F
24 #define FLASH_FRAME 0.13F
26 #define X(state, i) ( (i) % (state)->w )
27 #define Y(state, i) ( (i) / (state)->w )
28 #define C(state, x, y) ( (y) * (state)->w + (x) )
30 #define TILE_CURSOR(i, state, x, y) ((i) == C((state), (x), (y)) && \
31 0 <= (x) && (x) < (state)->w && \
32 0 <= (y) && (y) < (state)->h)
50 int used_solve
; /* used to suppress completion flash */
51 int movecount
, movetarget
;
52 int last_movement_sense
;
55 static game_params
*default_params(void)
57 game_params
*ret
= snew(game_params
);
65 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
72 case 0: w
= 3, h
= 3; break;
73 case 1: w
= 4, h
= 3; break;
74 case 2: w
= 4, h
= 4; break;
75 case 3: w
= 5, h
= 4; break;
76 case 4: w
= 5, h
= 5; break;
77 default: return FALSE
;
80 sprintf(buf
, "%dx%d", w
, h
);
82 *params
= ret
= snew(game_params
);
89 static void free_params(game_params
*params
)
94 static game_params
*dup_params(const game_params
*params
)
96 game_params
*ret
= snew(game_params
);
97 *ret
= *params
; /* structure copy */
101 static void decode_params(game_params
*ret
, char const *string
)
103 ret
->w
= ret
->h
= atoi(string
);
105 while (*string
&& isdigit((unsigned char)*string
)) string
++;
106 if (*string
== 'x') {
108 ret
->h
= atoi(string
);
109 while (*string
&& isdigit((unsigned char)*string
))
112 if (*string
== 'm') {
114 ret
->movetarget
= atoi(string
);
115 while (*string
&& isdigit((unsigned char)*string
))
120 static char *encode_params(const game_params
*params
, int full
)
124 sprintf(data
, "%dx%d", params
->w
, params
->h
);
125 /* Shuffle limit is part of the limited parameters, because we have to
126 * supply the target move count. */
127 if (params
->movetarget
)
128 sprintf(data
+ strlen(data
), "m%d", params
->movetarget
);
133 static config_item
*game_configure(const game_params
*params
)
138 ret
= snewn(4, config_item
);
140 ret
[0].name
= "Width";
141 ret
[0].type
= C_STRING
;
142 sprintf(buf
, "%d", params
->w
);
143 ret
[0].sval
= dupstr(buf
);
146 ret
[1].name
= "Height";
147 ret
[1].type
= C_STRING
;
148 sprintf(buf
, "%d", params
->h
);
149 ret
[1].sval
= dupstr(buf
);
152 ret
[2].name
= "Number of shuffling moves";
153 ret
[2].type
= C_STRING
;
154 sprintf(buf
, "%d", params
->movetarget
);
155 ret
[2].sval
= dupstr(buf
);
166 static game_params
*custom_params(const config_item
*cfg
)
168 game_params
*ret
= snew(game_params
);
170 ret
->w
= atoi(cfg
[0].sval
);
171 ret
->h
= atoi(cfg
[1].sval
);
172 ret
->movetarget
= atoi(cfg
[2].sval
);
177 static char *validate_params(const game_params
*params
, int full
)
179 if (params
->w
< 2 || params
->h
< 2)
180 return "Width and height must both be at least two";
185 static int perm_parity(int *perm
, int n
)
191 for (i
= 0; i
< n
-1; i
++)
192 for (j
= i
+1; j
< n
; j
++)
193 if (perm
[i
] > perm
[j
])
199 static char *new_game_desc(const game_params
*params
, random_state
*rs
,
200 char **aux
, int interactive
)
208 n
= params
->w
* params
->h
;
210 tiles
= snewn(n
, int);
212 if (params
->movetarget
) {
214 int max
= (params
->w
> params
->h
? params
->w
: params
->h
);
215 int *prevmoves
= snewn(max
, int);
218 * Shuffle the old-fashioned way, by making a series of
219 * single moves on the grid.
222 for (i
= 0; i
< n
; i
++)
225 for (i
= 0; i
< params
->movetarget
; i
++) {
226 int start
, offset
, len
, direction
, index
;
230 * Choose a move to make. We can choose from any row
234 j
= random_upto(rs
, params
->w
+ params
->h
);
244 index
= j
- params
->w
;
245 start
= index
* params
->w
;
250 direction
= -1 + 2 * random_upto(rs
, 2);
253 * To at least _try_ to avoid boring cases, check
254 * that this move doesn't directly undo a previous
255 * one, or repeat it so many times as to turn it
256 * into fewer moves in the opposite direction. (For
257 * example, in a row of length 4, we're allowed to
258 * move it the same way twice, but not three
261 * We track this for each individual row/column,
262 * and clear all the counters as soon as a
263 * perpendicular move is made. This isn't perfect
264 * (it _can't_ guaranteeably be perfect - there
265 * will always come a move count beyond which a
266 * shorter solution will be possible than the one
267 * which constructed the position) but it should
268 * sort out all the obvious cases.
270 if (offset
== prevoffset
) {
271 tmp
= prevmoves
[index
] + direction
;
272 if (abs(2*tmp
) > len
|| abs(tmp
) < abs(prevmoves
[index
]))
276 /* If we didn't `continue', we've found an OK move to make. */
277 if (offset
!= prevoffset
) {
279 for (i
= 0; i
< max
; i
++)
283 prevmoves
[index
] += direction
;
291 start
+= (len
-1) * offset
;
295 for (j
= 0; j
+1 < len
; j
++)
296 tiles
[start
+ j
*offset
] = tiles
[start
+ (j
+1)*offset
];
297 tiles
[start
+ (len
-1) * offset
] = tmp
;
304 used
= snewn(n
, int);
306 for (i
= 0; i
< n
; i
++) {
312 * If both dimensions are odd, there is a parity
315 if (params
->w
& params
->h
& 1)
321 * Place everything except (possibly) the last two tiles.
323 for (x
= 0, i
= n
; i
> stop
; i
--) {
324 int k
= i
> 1 ? random_upto(rs
, i
) : 0;
327 for (j
= 0; j
< n
; j
++)
328 if (!used
[j
] && (k
-- == 0))
331 assert(j
< n
&& !used
[j
]);
334 while (tiles
[x
] >= 0)
342 * Find the last two locations, and the last two
345 while (tiles
[x
] >= 0)
350 while (tiles
[x
] >= 0)
355 for (i
= 0; i
< n
; i
++)
359 for (i
= p1
+1; i
< n
; i
++)
365 * Try the last two tiles one way round. If that fails,
370 if (perm_parity(tiles
, n
) != 0) {
373 assert(perm_parity(tiles
, n
) == 0);
381 * Now construct the game description, by describing the tile
382 * array as a simple sequence of comma-separated integers.
386 for (i
= 0; i
< n
; i
++) {
390 k
= sprintf(buf
, "%d,", tiles
[i
]+1);
392 ret
= sresize(ret
, retlen
+ k
+ 1, char);
393 strcpy(ret
+ retlen
, buf
);
396 ret
[retlen
-1] = '\0'; /* delete last comma */
404 static char *validate_desc(const game_params
*params
, const char *desc
)
411 area
= params
->w
* params
->h
;
415 used
= snewn(area
, int);
416 for (i
= 0; i
< area
; i
++)
419 for (i
= 0; i
< area
; i
++) {
423 if (*p
< '0' || *p
> '9') {
424 err
= "Not enough numbers in string";
427 while (*p
>= '0' && *p
<= '9')
429 if (i
< area
-1 && *p
!= ',') {
430 err
= "Expected comma after number";
433 else if (i
== area
-1 && *p
) {
434 err
= "Excess junk at end of string";
438 if (n
< 1 || n
> area
) {
439 err
= "Number out of range";
443 err
= "Number used twice";
448 if (*p
) p
++; /* eat comma */
456 static game_state
*new_game(midend
*me
, const game_params
*params
,
459 game_state
*state
= snew(game_state
);
463 state
->w
= params
->w
;
464 state
->h
= params
->h
;
465 state
->n
= params
->w
* params
->h
;
466 state
->tiles
= snewn(state
->n
, int);
470 for (i
= 0; i
< state
->n
; i
++) {
472 state
->tiles
[i
] = atoi(p
);
473 while (*p
&& *p
!= ',')
475 if (*p
) p
++; /* eat comma */
479 state
->completed
= state
->movecount
= 0;
480 state
->movetarget
= params
->movetarget
;
481 state
->used_solve
= FALSE
;
482 state
->last_movement_sense
= 0;
487 static game_state
*dup_game(const game_state
*state
)
489 game_state
*ret
= snew(game_state
);
494 ret
->tiles
= snewn(state
->w
* state
->h
, int);
495 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
496 ret
->completed
= state
->completed
;
497 ret
->movecount
= state
->movecount
;
498 ret
->movetarget
= state
->movetarget
;
499 ret
->used_solve
= state
->used_solve
;
500 ret
->last_movement_sense
= state
->last_movement_sense
;
505 static void free_game(game_state
*state
)
511 static char *solve_game(const game_state
*state
, const game_state
*currstate
,
512 const char *aux
, char **error
)
517 static int game_can_format_as_text_now(const game_params
*params
)
522 static char *game_text_format(const game_state
*state
)
524 char *ret
, *p
, buf
[80];
525 int x
, y
, col
, maxlen
;
528 * First work out how many characters we need to display each
531 col
= sprintf(buf
, "%d", state
->n
);
534 * Now we know the exact total size of the grid we're going to
535 * produce: it's got h rows, each containing w lots of col, w-1
536 * spaces and a trailing newline.
538 maxlen
= state
->h
* state
->w
* (col
+1);
540 ret
= snewn(maxlen
+1, char);
543 for (y
= 0; y
< state
->h
; y
++) {
544 for (x
= 0; x
< state
->w
; x
++) {
545 int v
= state
->tiles
[state
->w
*y
+x
];
546 sprintf(buf
, "%*d", col
, v
);
556 assert(p
- ret
== maxlen
);
561 enum cursor_mode
{ unlocked
, lock_tile
, lock_position
};
566 enum cursor_mode cur_mode
;
569 static game_ui
*new_ui(const game_state
*state
)
571 game_ui
*ui
= snew(game_ui
);
574 ui
->cur_visible
= FALSE
;
575 ui
->cur_mode
= unlocked
;
580 static void free_ui(game_ui
*ui
)
585 static char *encode_ui(const game_ui
*ui
)
590 static void decode_ui(game_ui
*ui
, const char *encoding
)
594 static void game_changed_state(game_ui
*ui
, const game_state
*oldstate
,
595 const game_state
*newstate
)
599 struct game_drawstate
{
607 static char *interpret_move(const game_state
*state
, game_ui
*ui
,
608 const game_drawstate
*ds
,
609 int x
, int y
, int button
)
611 int cx
= -1, cy
= -1, dx
, dy
;
613 int shift
= button
& MOD_SHFT
, control
= button
& MOD_CTRL
,
614 pad
= button
& MOD_NUM_KEYPAD
;
618 if (IS_CURSOR_MOVE(button
) || pad
) {
619 if (!ui
->cur_visible
) {
624 if (control
|| shift
|| ui
->cur_mode
) {
625 int x
= ui
->cur_x
, y
= ui
->cur_y
, xwrap
= x
, ywrap
= y
;
626 if (x
< 0 || x
>= state
->w
|| y
< 0 || y
>= state
->h
)
628 move_cursor(button
| pad
, &x
, &y
,
629 state
->w
, state
->h
, FALSE
);
630 move_cursor(button
| pad
, &xwrap
, &ywrap
,
631 state
->w
, state
->h
, TRUE
);
634 sprintf(buf
, "R%d,%c1", y
, x
? '+' : '-');
635 } else if (y
!= ywrap
) {
636 sprintf(buf
, "C%d,%c1", x
, y
? '+' : '-');
637 } else if (x
== ui
->cur_x
)
638 sprintf(buf
, "C%d,%d", x
, y
- ui
->cur_y
);
640 sprintf(buf
, "R%d,%d", y
, x
- ui
->cur_x
);
642 if (control
|| (!shift
&& ui
->cur_mode
== lock_tile
)) {
649 int x
= ui
->cur_x
+ 1, y
= ui
->cur_y
+ 1;
651 move_cursor(button
| pad
, &x
, &y
,
652 state
->w
+ 2, state
->h
+ 2, FALSE
);
654 if (x
== 0 && y
== 0) {
656 ui
->cur_x
= ui
->cur_y
;
658 } else if (x
== 0 && y
== state
->h
+ 1) {
660 ui
->cur_x
= (state
->h
- 1) - ui
->cur_y
;
661 ui
->cur_y
= (state
->h
- 1) - t
;
662 } else if (x
== state
->w
+ 1 && y
== 0) {
664 ui
->cur_x
= (state
->w
- 1) - ui
->cur_y
;
665 ui
->cur_y
= (state
->w
- 1) - t
;
666 } else if (x
== state
->w
+ 1 && y
== state
->h
+ 1) {
668 ui
->cur_x
= state
->w
- state
->h
+ ui
->cur_y
;
669 ui
->cur_y
= state
->h
- state
->w
+ t
;
680 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
684 } else if (IS_CURSOR_SELECT(button
)) {
685 if (ui
->cur_visible
) {
686 if (ui
->cur_x
== -1 || ui
->cur_x
== state
->w
||
687 ui
->cur_y
== -1 || ui
->cur_y
== state
->h
) {
691 const enum cursor_mode m
= (button
== CURSOR_SELECT2
?
692 lock_position
: lock_tile
);
693 ui
->cur_mode
= (ui
->cur_mode
== m
? unlocked
: m
);
704 if (cx
== -1 && cy
>= 0 && cy
< state
->h
)
706 else if (cx
== state
->w
&& cy
>= 0 && cy
< state
->h
)
708 else if (cy
== -1 && cx
>= 0 && cx
< state
->w
)
710 else if (cy
== state
->h
&& cx
>= 0 && cx
< state
->w
)
713 return ""; /* invalid click location */
715 /* reverse direction if right hand button is pressed */
716 if (button
== RIGHT_BUTTON
|| button
== CURSOR_SELECT2
) {
722 sprintf(buf
, "R%d,%d", cy
, dx
);
724 sprintf(buf
, "C%d,%d", cx
, dy
);
728 static game_state
*execute_move(const game_state
*from
, const char *move
)
734 if (!strcmp(move
, "S")) {
737 ret
= dup_game(from
);
740 * Simply replace the grid with a solved one. For this game,
741 * this isn't a useful operation for actually telling the user
742 * what they should have done, but it is useful for
743 * conveniently being able to get hold of a clean state from
744 * which to practise manoeuvres.
746 for (i
= 0; i
< ret
->n
; i
++)
748 ret
->used_solve
= TRUE
;
749 ret
->completed
= ret
->movecount
= 1;
754 if (move
[0] == 'R' && sscanf(move
+1, "%d,%d", &cy
, &dx
) == 2 &&
755 cy
>= 0 && cy
< from
->h
) {
758 } else if (move
[0] == 'C' && sscanf(move
+1, "%d,%d", &cx
, &dy
) == 2 &&
759 cx
>= 0 && cx
< from
->w
) {
765 ret
= dup_game(from
);
768 tx
= (cx
- dx
+ from
->w
) % from
->w
;
769 ty
= (cy
- dy
+ from
->h
) % from
->h
;
770 ret
->tiles
[C(ret
, cx
, cy
)] = from
->tiles
[C(from
, tx
, ty
)];
777 ret
->last_movement_sense
= dx
+dy
;
780 * See if the game has been completed.
782 if (!ret
->completed
) {
783 ret
->completed
= ret
->movecount
;
784 for (n
= 0; n
< ret
->n
; n
++)
785 if (ret
->tiles
[n
] != n
+1)
786 ret
->completed
= FALSE
;
792 /* ----------------------------------------------------------------------
796 static void game_compute_size(const game_params
*params
, int tilesize
,
799 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
800 struct { int tilesize
; } ads
, *ds
= &ads
;
801 ads
.tilesize
= tilesize
;
803 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
804 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
807 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
808 const game_params
*params
, int tilesize
)
810 ds
->tilesize
= tilesize
;
813 static float *game_colours(frontend
*fe
, int *ncolours
)
815 float *ret
= snewn(3 * NCOLOURS
, float);
818 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
820 for (i
= 0; i
< 3; i
++)
821 ret
[COL_TEXT
* 3 + i
] = 0.0;
823 *ncolours
= NCOLOURS
;
827 static game_drawstate
*game_new_drawstate(drawing
*dr
, const game_state
*state
)
829 struct game_drawstate
*ds
= snew(struct game_drawstate
);
835 ds
->bgcolour
= COL_BACKGROUND
;
836 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
837 ds
->tilesize
= 0; /* haven't decided yet */
838 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
840 ds
->cur_x
= ds
->cur_y
= -1;
845 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
851 static void draw_tile(drawing
*dr
, game_drawstate
*ds
,
852 const game_state
*state
, int x
, int y
,
853 int tile
, int flash_colour
)
856 draw_rect(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
,
862 coords
[0] = x
+ TILE_SIZE
- 1;
863 coords
[1] = y
+ TILE_SIZE
- 1;
864 coords
[2] = x
+ TILE_SIZE
- 1;
867 coords
[5] = y
+ TILE_SIZE
- 1;
868 draw_polygon(dr
, coords
, 3, COL_LOWLIGHT
, COL_LOWLIGHT
);
872 draw_polygon(dr
, coords
, 3, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
874 draw_rect(dr
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
875 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
878 sprintf(str
, "%d", tile
);
879 draw_text(dr
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
880 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
883 draw_update(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
);
886 static void draw_arrow(drawing
*dr
, game_drawstate
*ds
,
887 int x
, int y
, int xdx
, int xdy
, int cur
)
890 int ydy
= -xdx
, ydx
= xdy
;
892 #define POINT(n, xx, yy) ( \
893 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
894 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
896 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
897 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
898 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
899 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
900 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
901 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
902 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
904 draw_polygon(dr
, coords
, 7, cur
? COL_HIGHLIGHT
: COL_LOWLIGHT
, COL_TEXT
);
907 static void draw_arrow_for_cursor(drawing
*dr
, game_drawstate
*ds
,
908 int cur_x
, int cur_y
, int cur
)
910 if (cur_x
== -1 && cur_y
== -1)
911 return; /* 'no cursur here */
912 else if (cur_x
== -1) /* LH column. */
913 draw_arrow(dr
, ds
, COORD(0), COORD(cur_y
+1), 0, -1, cur
);
914 else if (cur_x
== ds
->w
) /* RH column */
915 draw_arrow(dr
, ds
, COORD(ds
->w
), COORD(cur_y
), 0, +1, cur
);
916 else if (cur_y
== -1) /* Top row */
917 draw_arrow(dr
, ds
, COORD(cur_x
), COORD(0), +1, 0, cur
);
918 else if (cur_y
== ds
->h
) /* Bottom row */
919 draw_arrow(dr
, ds
, COORD(cur_x
+1), COORD(ds
->h
), -1, 0, cur
);
923 draw_update(dr
, COORD(cur_x
), COORD(cur_y
),
924 TILE_SIZE
, TILE_SIZE
);
927 static void game_redraw(drawing
*dr
, game_drawstate
*ds
,
928 const game_state
*oldstate
, const game_state
*state
,
929 int dir
, const game_ui
*ui
,
930 float animtime
, float flashtime
)
933 int cur_x
= -1, cur_y
= -1;
936 int frame
= (int)(flashtime
/ FLASH_FRAME
);
937 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
939 bgcolour
= COL_BACKGROUND
;
945 TILE_SIZE
* state
->w
+ 2 * BORDER
,
946 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
947 draw_update(dr
, 0, 0,
948 TILE_SIZE
* state
->w
+ 2 * BORDER
,
949 TILE_SIZE
* state
->h
+ 2 * BORDER
);
952 * Recessed area containing the whole puzzle.
954 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
955 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
956 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
957 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
958 coords
[4] = coords
[2] - TILE_SIZE
;
959 coords
[5] = coords
[3] + TILE_SIZE
;
960 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
961 coords
[9] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
962 coords
[6] = coords
[8] + TILE_SIZE
;
963 coords
[7] = coords
[9] - TILE_SIZE
;
964 draw_polygon(dr
, coords
, 5, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
966 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
967 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
968 draw_polygon(dr
, coords
, 5, COL_LOWLIGHT
, COL_LOWLIGHT
);
971 * Arrows for making moves.
973 for (i
= 0; i
< state
->w
; i
++) {
974 draw_arrow(dr
, ds
, COORD(i
), COORD(0), +1, 0, 0);
975 draw_arrow(dr
, ds
, COORD(i
+1), COORD(state
->h
), -1, 0, 0);
977 for (i
= 0; i
< state
->h
; i
++) {
978 draw_arrow(dr
, ds
, COORD(state
->w
), COORD(i
), 0, +1, 0);
979 draw_arrow(dr
, ds
, COORD(0), COORD(i
+1), 0, -1, 0);
985 * Cursor (highlighted arrow around edge)
987 if (ui
->cur_visible
) {
988 cur_x
= ui
->cur_x
; cur_y
= ui
->cur_y
;
991 if (cur_x
!= ds
->cur_x
|| cur_y
!= ds
->cur_y
) {
992 /* Cursor has changed; redraw two (prev and curr) arrows. */
993 draw_arrow_for_cursor(dr
, ds
, cur_x
, cur_y
, 1);
994 draw_arrow_for_cursor(dr
, ds
, ds
->cur_x
, ds
->cur_y
, 0);
998 * Now draw each tile.
1001 clip(dr
, COORD(0), COORD(0), TILE_SIZE
*state
->w
, TILE_SIZE
*state
->h
);
1003 for (i
= 0; i
< state
->n
; i
++) {
1006 * Figure out what should be displayed at this
1007 * location. It's either a simple tile, or it's a
1008 * transition between two tiles (in which case we say
1009 * -1 because it must always be drawn).
1012 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
1015 t
= state
->tiles
[i
];
1019 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
1020 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1 ||
1021 ((ds
->cur_x
!= cur_x
|| ds
->cur_y
!= cur_y
) && /* cursor moved */
1022 (TILE_CURSOR(i
, state
, ds
->cur_x
, ds
->cur_y
) ||
1023 TILE_CURSOR(i
, state
, cur_x
, cur_y
)))) {
1027 * Figure out what to _actually_ draw, and where to
1031 int x0
, y0
, x1
, y1
, dx
, dy
;
1038 sense
= -oldstate
->last_movement_sense
;
1040 sense
= state
->last_movement_sense
;
1043 t
= state
->tiles
[i
];
1046 * FIXME: must be prepared to draw a double
1047 * tile in some situations.
1051 * Find the coordinates of this tile in the old and
1054 x1
= COORD(X(state
, i
));
1055 y1
= COORD(Y(state
, i
));
1056 for (j
= 0; j
< oldstate
->n
; j
++)
1057 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
1059 assert(j
< oldstate
->n
);
1060 x0
= COORD(X(state
, j
));
1061 y0
= COORD(Y(state
, j
));
1065 dx
!= TILE_SIZE
* sense
) {
1066 dx
= (dx
< 0 ? dx
+ TILE_SIZE
* state
->w
:
1067 dx
- TILE_SIZE
* state
->w
);
1068 assert(abs(dx
) == TILE_SIZE
);
1072 dy
!= TILE_SIZE
* sense
) {
1073 dy
= (dy
< 0 ? dy
+ TILE_SIZE
* state
->h
:
1074 dy
- TILE_SIZE
* state
->h
);
1075 assert(abs(dy
) == TILE_SIZE
);
1078 c
= (animtime
/ ANIM_TIME
);
1079 if (c
< 0.0F
) c
= 0.0F
;
1080 if (c
> 1.0F
) c
= 1.0F
;
1082 x
= x0
+ (int)(c
* dx
);
1083 y
= y0
+ (int)(c
* dy
);
1084 x2
= x1
- dx
+ (int)(c
* dx
);
1085 y2
= y1
- dy
+ (int)(c
* dy
);
1087 x
= COORD(X(state
, i
));
1088 y
= COORD(Y(state
, i
));
1092 draw_tile(dr
, ds
, state
, x
, y
, t
,
1093 (x2
== -1 && TILE_CURSOR(i
, state
, cur_x
, cur_y
)) ?
1094 COL_LOWLIGHT
: bgcolour
);
1096 if (x2
!= -1 || y2
!= -1)
1097 draw_tile(dr
, ds
, state
, x2
, y2
, t
, bgcolour
);
1107 ds
->bgcolour
= bgcolour
;
1110 * Update the status bar.
1113 char statusbuf
[256];
1116 * Don't show the new status until we're also showing the
1117 * new _state_ - after the game animation is complete.
1122 if (state
->used_solve
)
1123 sprintf(statusbuf
, "Moves since auto-solve: %d",
1124 state
->movecount
- state
->completed
);
1126 sprintf(statusbuf
, "%sMoves: %d",
1127 (state
->completed
? "COMPLETED! " : ""),
1128 (state
->completed
? state
->completed
: state
->movecount
));
1129 if (state
->movetarget
)
1130 sprintf(statusbuf
+strlen(statusbuf
), " (target %d)",
1134 status_bar(dr
, statusbuf
);
1138 static float game_anim_length(const game_state
*oldstate
,
1139 const game_state
*newstate
, int dir
, game_ui
*ui
)
1144 static float game_flash_length(const game_state
*oldstate
,
1145 const game_state
*newstate
, int dir
, game_ui
*ui
)
1147 if (!oldstate
->completed
&& newstate
->completed
&&
1148 !oldstate
->used_solve
&& !newstate
->used_solve
)
1149 return 2 * FLASH_FRAME
;
1154 static int game_status(const game_state
*state
)
1156 return state
->completed
? +1 : 0;
1159 static int game_timing_state(const game_state
*state
, game_ui
*ui
)
1164 static void game_print_size(const game_params
*params
, float *x
, float *y
)
1168 static void game_print(drawing
*dr
, const game_state
*state
, int tilesize
)
1173 #define thegame sixteen
1176 const struct game thegame
= {
1177 "Sixteen", "games.sixteen", "sixteen",
1179 game_fetch_preset
, NULL
,
1184 TRUE
, game_configure
, custom_params
,
1192 TRUE
, game_can_format_as_text_now
, game_text_format
,
1200 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
1203 game_free_drawstate
,
1208 FALSE
, FALSE
, game_print_size
, game_print
,
1209 TRUE
, /* wants_statusbar */
1210 FALSE
, game_timing_state
,
1214 /* vim: set shiftwidth=4 tabstop=8: */