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) )
47 int used_solve
; /* used to suppress completion flash */
48 int movecount
, movetarget
;
49 int last_movement_sense
;
52 static game_params
*default_params(void)
54 game_params
*ret
= snew(game_params
);
62 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
69 case 0: w
= 3, h
= 3; break;
70 case 1: w
= 4, h
= 3; break;
71 case 2: w
= 4, h
= 4; break;
72 case 3: w
= 5, h
= 4; break;
73 case 4: w
= 5, h
= 5; break;
74 default: return FALSE
;
77 sprintf(buf
, "%dx%d", w
, h
);
79 *params
= ret
= snew(game_params
);
86 static void free_params(game_params
*params
)
91 static game_params
*dup_params(game_params
*params
)
93 game_params
*ret
= snew(game_params
);
94 *ret
= *params
; /* structure copy */
98 static void decode_params(game_params
*ret
, char const *string
)
100 ret
->w
= ret
->h
= atoi(string
);
102 while (*string
&& isdigit((unsigned char)*string
)) string
++;
103 if (*string
== 'x') {
105 ret
->h
= atoi(string
);
106 while (*string
&& isdigit((unsigned char)*string
))
109 if (*string
== 'm') {
111 ret
->movetarget
= atoi(string
);
112 while (*string
&& isdigit((unsigned char)*string
))
117 static char *encode_params(game_params
*params
, int full
)
121 sprintf(data
, "%dx%d", params
->w
, params
->h
);
122 /* Shuffle limit is part of the limited parameters, because we have to
123 * supply the target move count. */
124 if (params
->movetarget
)
125 sprintf(data
+ strlen(data
), "m%d", params
->movetarget
);
130 static config_item
*game_configure(game_params
*params
)
135 ret
= snewn(4, config_item
);
137 ret
[0].name
= "Width";
138 ret
[0].type
= C_STRING
;
139 sprintf(buf
, "%d", params
->w
);
140 ret
[0].sval
= dupstr(buf
);
143 ret
[1].name
= "Height";
144 ret
[1].type
= C_STRING
;
145 sprintf(buf
, "%d", params
->h
);
146 ret
[1].sval
= dupstr(buf
);
149 ret
[2].name
= "Number of shuffling moves";
150 ret
[2].type
= C_STRING
;
151 sprintf(buf
, "%d", params
->movetarget
);
152 ret
[2].sval
= dupstr(buf
);
163 static game_params
*custom_params(config_item
*cfg
)
165 game_params
*ret
= snew(game_params
);
167 ret
->w
= atoi(cfg
[0].sval
);
168 ret
->h
= atoi(cfg
[1].sval
);
169 ret
->movetarget
= atoi(cfg
[2].sval
);
174 static char *validate_params(game_params
*params
, int full
)
176 if (params
->w
< 2 || params
->h
< 2)
177 return "Width and height must both be at least two";
182 static int perm_parity(int *perm
, int n
)
188 for (i
= 0; i
< n
-1; i
++)
189 for (j
= i
+1; j
< n
; j
++)
190 if (perm
[i
] > perm
[j
])
196 static char *new_game_desc(game_params
*params
, random_state
*rs
,
197 char **aux
, int interactive
)
205 n
= params
->w
* params
->h
;
207 tiles
= snewn(n
, int);
209 if (params
->movetarget
) {
211 int max
= (params
->w
> params
->h
? params
->w
: params
->h
);
212 int *prevmoves
= snewn(max
, int);
215 * Shuffle the old-fashioned way, by making a series of
216 * single moves on the grid.
219 for (i
= 0; i
< n
; i
++)
222 for (i
= 0; i
< params
->movetarget
; i
++) {
223 int start
, offset
, len
, direction
, index
;
227 * Choose a move to make. We can choose from any row
231 j
= random_upto(rs
, params
->w
+ params
->h
);
241 index
= j
- params
->w
;
242 start
= index
* params
->w
;
247 direction
= -1 + 2 * random_upto(rs
, 2);
250 * To at least _try_ to avoid boring cases, check
251 * that this move doesn't directly undo a previous
252 * one, or repeat it so many times as to turn it
253 * into fewer moves in the opposite direction. (For
254 * example, in a row of length 4, we're allowed to
255 * move it the same way twice, but not three
258 * We track this for each individual row/column,
259 * and clear all the counters as soon as a
260 * perpendicular move is made. This isn't perfect
261 * (it _can't_ guaranteeably be perfect - there
262 * will always come a move count beyond which a
263 * shorter solution will be possible than the one
264 * which constructed the position) but it should
265 * sort out all the obvious cases.
267 if (offset
== prevoffset
) {
268 tmp
= prevmoves
[index
] + direction
;
269 if (abs(2*tmp
) > len
|| abs(tmp
) < abs(prevmoves
[index
]))
273 /* If we didn't `continue', we've found an OK move to make. */
274 if (offset
!= prevoffset
) {
276 for (i
= 0; i
< max
; i
++)
280 prevmoves
[index
] += direction
;
288 start
+= (len
-1) * offset
;
292 for (j
= 0; j
+1 < len
; j
++)
293 tiles
[start
+ j
*offset
] = tiles
[start
+ (j
+1)*offset
];
294 tiles
[start
+ (len
-1) * offset
] = tmp
;
301 used
= snewn(n
, int);
303 for (i
= 0; i
< n
; i
++) {
309 * If both dimensions are odd, there is a parity
312 if (params
->w
& params
->h
& 1)
318 * Place everything except (possibly) the last two tiles.
320 for (x
= 0, i
= n
; i
> stop
; i
--) {
321 int k
= i
> 1 ? random_upto(rs
, i
) : 0;
324 for (j
= 0; j
< n
; j
++)
325 if (!used
[j
] && (k
-- == 0))
328 assert(j
< n
&& !used
[j
]);
331 while (tiles
[x
] >= 0)
339 * Find the last two locations, and the last two
342 while (tiles
[x
] >= 0)
347 while (tiles
[x
] >= 0)
352 for (i
= 0; i
< n
; i
++)
356 for (i
= p1
+1; i
< n
; i
++)
362 * Try the last two tiles one way round. If that fails,
367 if (perm_parity(tiles
, n
) != 0) {
370 assert(perm_parity(tiles
, n
) == 0);
378 * Now construct the game description, by describing the tile
379 * array as a simple sequence of comma-separated integers.
383 for (i
= 0; i
< n
; i
++) {
387 k
= sprintf(buf
, "%d,", tiles
[i
]+1);
389 ret
= sresize(ret
, retlen
+ k
+ 1, char);
390 strcpy(ret
+ retlen
, buf
);
393 ret
[retlen
-1] = '\0'; /* delete last comma */
401 static char *validate_desc(game_params
*params
, char *desc
)
407 area
= params
->w
* params
->h
;
411 used
= snewn(area
, int);
412 for (i
= 0; i
< area
; i
++)
415 for (i
= 0; i
< area
; i
++) {
419 if (*p
< '0' || *p
> '9') {
420 err
= "Not enough numbers in string";
423 while (*p
>= '0' && *p
<= '9')
425 if (i
< area
-1 && *p
!= ',') {
426 err
= "Expected comma after number";
429 else if (i
== area
-1 && *p
) {
430 err
= "Excess junk at end of string";
434 if (n
< 1 || n
> area
) {
435 err
= "Number out of range";
439 err
= "Number used twice";
444 if (*p
) p
++; /* eat comma */
452 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
454 game_state
*state
= snew(game_state
);
458 state
->w
= params
->w
;
459 state
->h
= params
->h
;
460 state
->n
= params
->w
* params
->h
;
461 state
->tiles
= snewn(state
->n
, int);
465 for (i
= 0; i
< state
->n
; i
++) {
467 state
->tiles
[i
] = atoi(p
);
468 while (*p
&& *p
!= ',')
470 if (*p
) p
++; /* eat comma */
474 state
->completed
= state
->movecount
= 0;
475 state
->movetarget
= params
->movetarget
;
476 state
->used_solve
= FALSE
;
477 state
->last_movement_sense
= 0;
482 static game_state
*dup_game(game_state
*state
)
484 game_state
*ret
= snew(game_state
);
489 ret
->tiles
= snewn(state
->w
* state
->h
, int);
490 memcpy(ret
->tiles
, state
->tiles
, state
->w
* state
->h
* sizeof(int));
491 ret
->completed
= state
->completed
;
492 ret
->movecount
= state
->movecount
;
493 ret
->movetarget
= state
->movetarget
;
494 ret
->used_solve
= state
->used_solve
;
495 ret
->last_movement_sense
= state
->last_movement_sense
;
500 static void free_game(game_state
*state
)
506 static char *solve_game(game_state
*state
, game_state
*currstate
,
507 char *aux
, char **error
)
512 static int game_can_format_as_text_now(game_params
*params
)
517 static char *game_text_format(game_state
*state
)
519 char *ret
, *p
, buf
[80];
520 int x
, y
, col
, maxlen
;
523 * First work out how many characters we need to display each
526 col
= sprintf(buf
, "%d", state
->n
);
529 * Now we know the exact total size of the grid we're going to
530 * produce: it's got h rows, each containing w lots of col, w-1
531 * spaces and a trailing newline.
533 maxlen
= state
->h
* state
->w
* (col
+1);
535 ret
= snewn(maxlen
+1, char);
538 for (y
= 0; y
< state
->h
; y
++) {
539 for (x
= 0; x
< state
->w
; x
++) {
540 int v
= state
->tiles
[state
->w
*y
+x
];
541 sprintf(buf
, "%*d", col
, v
);
551 assert(p
- ret
== maxlen
);
561 static game_ui
*new_ui(game_state
*state
)
563 game_ui
*ui
= snew(game_ui
);
566 ui
->cur_visible
= FALSE
;
571 static void free_ui(game_ui
*ui
)
576 static char *encode_ui(game_ui
*ui
)
581 static void decode_ui(game_ui
*ui
, char *encoding
)
585 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
586 game_state
*newstate
)
590 struct game_drawstate
{
598 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
599 int x
, int y
, int button
)
601 int cx
= -1, cy
= -1, dx
, dy
;
606 if (IS_CURSOR_MOVE(button
)) {
607 /* right/down rotates cursor clockwise,
608 * left/up rotates anticlockwise. */
610 cpos
= c2pos(state
->w
, state
->h
, ui
->cur_x
, ui
->cur_y
);
611 diff
= c2diff(state
->w
, state
->h
, ui
->cur_x
, ui
->cur_y
, button
);
614 pos2c(state
->w
, state
->h
, cpos
, &ui
->cur_x
, &ui
->cur_y
);
620 if (button
== LEFT_BUTTON
|| button
== RIGHT_BUTTON
) {
624 } else if (IS_CURSOR_SELECT(button
)) {
625 if (ui
->cur_visible
) {
636 if (cx
== -1 && cy
>= 0 && cy
< state
->h
)
638 else if (cx
== state
->w
&& cy
>= 0 && cy
< state
->h
)
640 else if (cy
== -1 && cx
>= 0 && cx
< state
->w
)
642 else if (cy
== state
->h
&& cx
>= 0 && cx
< state
->w
)
645 return ""; /* invalid click location */
647 /* reverse direction if right hand button is pressed */
648 if (button
== RIGHT_BUTTON
|| button
== CURSOR_SELECT2
) {
654 sprintf(buf
, "R%d,%d", cy
, dx
);
656 sprintf(buf
, "C%d,%d", cx
, dy
);
660 static game_state
*execute_move(game_state
*from
, char *move
)
666 if (!strcmp(move
, "S")) {
669 ret
= dup_game(from
);
672 * Simply replace the grid with a solved one. For this game,
673 * this isn't a useful operation for actually telling the user
674 * what they should have done, but it is useful for
675 * conveniently being able to get hold of a clean state from
676 * which to practise manoeuvres.
678 for (i
= 0; i
< ret
->n
; i
++)
680 ret
->used_solve
= TRUE
;
681 ret
->completed
= ret
->movecount
= 1;
686 if (move
[0] == 'R' && sscanf(move
+1, "%d,%d", &cy
, &dx
) == 2 &&
687 cy
>= 0 && cy
< from
->h
) {
690 } else if (move
[0] == 'C' && sscanf(move
+1, "%d,%d", &cx
, &dy
) == 2 &&
691 cx
>= 0 && cx
< from
->w
) {
697 ret
= dup_game(from
);
700 tx
= (cx
- dx
+ from
->w
) % from
->w
;
701 ty
= (cy
- dy
+ from
->h
) % from
->h
;
702 ret
->tiles
[C(ret
, cx
, cy
)] = from
->tiles
[C(from
, tx
, ty
)];
709 ret
->last_movement_sense
= dx
+dy
;
712 * See if the game has been completed.
714 if (!ret
->completed
) {
715 ret
->completed
= ret
->movecount
;
716 for (n
= 0; n
< ret
->n
; n
++)
717 if (ret
->tiles
[n
] != n
+1)
718 ret
->completed
= FALSE
;
724 /* ----------------------------------------------------------------------
728 static void game_compute_size(game_params
*params
, int tilesize
,
731 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
732 struct { int tilesize
; } ads
, *ds
= &ads
;
733 ads
.tilesize
= tilesize
;
735 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
;
736 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
;
739 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
740 game_params
*params
, int tilesize
)
742 ds
->tilesize
= tilesize
;
745 static float *game_colours(frontend
*fe
, int *ncolours
)
747 float *ret
= snewn(3 * NCOLOURS
, float);
750 game_mkhighlight(fe
, ret
, COL_BACKGROUND
, COL_HIGHLIGHT
, COL_LOWLIGHT
);
752 for (i
= 0; i
< 3; i
++)
753 ret
[COL_TEXT
* 3 + i
] = 0.0;
755 *ncolours
= NCOLOURS
;
759 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
761 struct game_drawstate
*ds
= snew(struct game_drawstate
);
767 ds
->bgcolour
= COL_BACKGROUND
;
768 ds
->tiles
= snewn(ds
->w
*ds
->h
, int);
769 ds
->tilesize
= 0; /* haven't decided yet */
770 for (i
= 0; i
< ds
->w
*ds
->h
; i
++)
772 ds
->cur_x
= ds
->cur_y
= -1;
777 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
783 static void draw_tile(drawing
*dr
, game_drawstate
*ds
,
784 game_state
*state
, int x
, int y
,
785 int tile
, int flash_colour
)
788 draw_rect(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
,
794 coords
[0] = x
+ TILE_SIZE
- 1;
795 coords
[1] = y
+ TILE_SIZE
- 1;
796 coords
[2] = x
+ TILE_SIZE
- 1;
799 coords
[5] = y
+ TILE_SIZE
- 1;
800 draw_polygon(dr
, coords
, 3, COL_LOWLIGHT
, COL_LOWLIGHT
);
804 draw_polygon(dr
, coords
, 3, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
806 draw_rect(dr
, x
+ HIGHLIGHT_WIDTH
, y
+ HIGHLIGHT_WIDTH
,
807 TILE_SIZE
- 2*HIGHLIGHT_WIDTH
, TILE_SIZE
- 2*HIGHLIGHT_WIDTH
,
810 sprintf(str
, "%d", tile
);
811 draw_text(dr
, x
+ TILE_SIZE
/2, y
+ TILE_SIZE
/2,
812 FONT_VARIABLE
, TILE_SIZE
/3, ALIGN_VCENTRE
| ALIGN_HCENTRE
,
815 draw_update(dr
, x
, y
, TILE_SIZE
, TILE_SIZE
);
818 static void draw_arrow(drawing
*dr
, game_drawstate
*ds
,
819 int x
, int y
, int xdx
, int xdy
, int cur
)
822 int ydy
= -xdx
, ydx
= xdy
;
824 #define POINT(n, xx, yy) ( \
825 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
826 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
828 POINT(0, TILE_SIZE
/ 2, 3 * TILE_SIZE
/ 4); /* top of arrow */
829 POINT(1, 3 * TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* right corner */
830 POINT(2, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* right concave */
831 POINT(3, 5 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom right */
832 POINT(4, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 4); /* bottom left */
833 POINT(5, 3 * TILE_SIZE
/ 8, TILE_SIZE
/ 2); /* left concave */
834 POINT(6, TILE_SIZE
/ 4, TILE_SIZE
/ 2); /* left corner */
836 draw_polygon(dr
, coords
, 7, cur
? COL_HIGHLIGHT
: COL_LOWLIGHT
, COL_TEXT
);
839 static void draw_arrow_for_cursor(drawing
*dr
, game_drawstate
*ds
,
840 int cur_x
, int cur_y
, int cur
)
842 if (cur_x
== -1 && cur_y
== -1)
843 return; /* 'no cursur here */
844 else if (cur_x
== -1) /* LH column. */
845 draw_arrow(dr
, ds
, COORD(0), COORD(cur_y
+1), 0, -1, cur
);
846 else if (cur_x
== ds
->w
) /* RH column */
847 draw_arrow(dr
, ds
, COORD(ds
->w
), COORD(cur_y
), 0, +1, cur
);
848 else if (cur_y
== -1) /* Top row */
849 draw_arrow(dr
, ds
, COORD(cur_x
), COORD(0), +1, 0, cur
);
850 else if (cur_y
== ds
->h
) /* Bottom row */
851 draw_arrow(dr
, ds
, COORD(cur_x
+1), COORD(ds
->h
), -1, 0, cur
);
853 assert(!"Invalid cursor position");
855 draw_update(dr
, COORD(cur_x
), COORD(cur_y
),
856 TILE_SIZE
, TILE_SIZE
);
859 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
860 game_state
*state
, int dir
, game_ui
*ui
,
861 float animtime
, float flashtime
)
864 int cur_x
= -1, cur_y
= -1;
867 int frame
= (int)(flashtime
/ FLASH_FRAME
);
868 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
870 bgcolour
= COL_BACKGROUND
;
876 TILE_SIZE
* state
->w
+ 2 * BORDER
,
877 TILE_SIZE
* state
->h
+ 2 * BORDER
, COL_BACKGROUND
);
878 draw_update(dr
, 0, 0,
879 TILE_SIZE
* state
->w
+ 2 * BORDER
,
880 TILE_SIZE
* state
->h
+ 2 * BORDER
);
883 * Recessed area containing the whole puzzle.
885 coords
[0] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
886 coords
[1] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
887 coords
[2] = COORD(state
->w
) + HIGHLIGHT_WIDTH
- 1;
888 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
889 coords
[4] = coords
[2] - TILE_SIZE
;
890 coords
[5] = coords
[3] + TILE_SIZE
;
891 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
892 coords
[9] = COORD(state
->h
) + HIGHLIGHT_WIDTH
- 1;
893 coords
[6] = coords
[8] + TILE_SIZE
;
894 coords
[7] = coords
[9] - TILE_SIZE
;
895 draw_polygon(dr
, coords
, 5, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
897 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
898 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
899 draw_polygon(dr
, coords
, 5, COL_LOWLIGHT
, COL_LOWLIGHT
);
902 * Arrows for making moves.
904 for (i
= 0; i
< state
->w
; i
++) {
905 draw_arrow(dr
, ds
, COORD(i
), COORD(0), +1, 0, 0);
906 draw_arrow(dr
, ds
, COORD(i
+1), COORD(state
->h
), -1, 0, 0);
908 for (i
= 0; i
< state
->h
; i
++) {
909 draw_arrow(dr
, ds
, COORD(state
->w
), COORD(i
), 0, +1, 0);
910 draw_arrow(dr
, ds
, COORD(0), COORD(i
+1), 0, -1, 0);
916 * Cursor (highlighted arrow around edge)
918 if (ui
->cur_visible
) {
919 cur_x
= ui
->cur_x
; cur_y
= ui
->cur_y
;
921 if (cur_x
!= ds
->cur_x
|| cur_y
!= ds
->cur_y
) {
922 /* Cursor has changed; redraw two (prev and curr) arrows. */
923 draw_arrow_for_cursor(dr
, ds
, cur_x
, cur_y
, 1);
924 draw_arrow_for_cursor(dr
, ds
, ds
->cur_x
, ds
->cur_y
, 0);
925 ds
->cur_x
= cur_x
; ds
->cur_y
= cur_y
;
929 * Now draw each tile.
932 clip(dr
, COORD(0), COORD(0), TILE_SIZE
*state
->w
, TILE_SIZE
*state
->h
);
934 for (i
= 0; i
< state
->n
; i
++) {
937 * Figure out what should be displayed at this
938 * location. It's either a simple tile, or it's a
939 * transition between two tiles (in which case we say
940 * -1 because it must always be drawn).
943 if (oldstate
&& oldstate
->tiles
[i
] != state
->tiles
[i
])
950 if (ds
->bgcolour
!= bgcolour
|| /* always redraw when flashing */
951 ds
->tiles
[i
] != t
|| ds
->tiles
[i
] == -1 || t
== -1) {
955 * Figure out what to _actually_ draw, and where to
959 int x0
, y0
, x1
, y1
, dx
, dy
;
966 sense
= -oldstate
->last_movement_sense
;
968 sense
= state
->last_movement_sense
;
974 * FIXME: must be prepared to draw a double
975 * tile in some situations.
979 * Find the coordinates of this tile in the old and
982 x1
= COORD(X(state
, i
));
983 y1
= COORD(Y(state
, i
));
984 for (j
= 0; j
< oldstate
->n
; j
++)
985 if (oldstate
->tiles
[j
] == state
->tiles
[i
])
987 assert(j
< oldstate
->n
);
988 x0
= COORD(X(state
, j
));
989 y0
= COORD(Y(state
, j
));
993 dx
!= TILE_SIZE
* sense
) {
994 dx
= (dx
< 0 ? dx
+ TILE_SIZE
* state
->w
:
995 dx
- TILE_SIZE
* state
->w
);
996 assert(abs(dx
) == TILE_SIZE
);
1000 dy
!= TILE_SIZE
* sense
) {
1001 dy
= (dy
< 0 ? dy
+ TILE_SIZE
* state
->h
:
1002 dy
- TILE_SIZE
* state
->h
);
1003 assert(abs(dy
) == TILE_SIZE
);
1006 c
= (animtime
/ ANIM_TIME
);
1007 if (c
< 0.0F
) c
= 0.0F
;
1008 if (c
> 1.0F
) c
= 1.0F
;
1010 x
= x0
+ (int)(c
* dx
);
1011 y
= y0
+ (int)(c
* dy
);
1012 x2
= x1
- dx
+ (int)(c
* dx
);
1013 y2
= y1
- dy
+ (int)(c
* dy
);
1015 x
= COORD(X(state
, i
));
1016 y
= COORD(Y(state
, i
));
1020 draw_tile(dr
, ds
, state
, x
, y
, t
, bgcolour
);
1021 if (x2
!= -1 || y2
!= -1)
1022 draw_tile(dr
, ds
, state
, x2
, y2
, t
, bgcolour
);
1029 ds
->bgcolour
= bgcolour
;
1032 * Update the status bar.
1035 char statusbuf
[256];
1038 * Don't show the new status until we're also showing the
1039 * new _state_ - after the game animation is complete.
1044 if (state
->used_solve
)
1045 sprintf(statusbuf
, "Moves since auto-solve: %d",
1046 state
->movecount
- state
->completed
);
1048 sprintf(statusbuf
, "%sMoves: %d",
1049 (state
->completed
? "COMPLETED! " : ""),
1050 (state
->completed
? state
->completed
: state
->movecount
));
1051 if (state
->movetarget
)
1052 sprintf(statusbuf
+strlen(statusbuf
), " (target %d)",
1056 status_bar(dr
, statusbuf
);
1060 static float game_anim_length(game_state
*oldstate
,
1061 game_state
*newstate
, int dir
, game_ui
*ui
)
1066 static float game_flash_length(game_state
*oldstate
,
1067 game_state
*newstate
, int dir
, game_ui
*ui
)
1069 if (!oldstate
->completed
&& newstate
->completed
&&
1070 !oldstate
->used_solve
&& !newstate
->used_solve
)
1071 return 2 * FLASH_FRAME
;
1076 static int game_status(game_state
*state
)
1078 return state
->completed
? +1 : 0;
1081 static int game_timing_state(game_state
*state
, game_ui
*ui
)
1086 static void game_print_size(game_params
*params
, float *x
, float *y
)
1090 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
1095 #define thegame sixteen
1098 const struct game thegame
= {
1099 "Sixteen", "games.sixteen", "sixteen",
1106 TRUE
, game_configure
, custom_params
,
1114 TRUE
, game_can_format_as_text_now
, game_text_format
,
1122 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
1125 game_free_drawstate
,
1130 FALSE
, FALSE
, game_print_size
, game_print
,
1131 TRUE
, /* wants_statusbar */
1132 FALSE
, game_timing_state
,
1136 /* vim: set shiftwidth=4 tabstop=8: */