Files
puzzles/sixteen.c
Simon Tatham a7dc17c425 Rework the preset menu system to permit submenus.
To do this, I've completely replaced the API between mid-end and front
end, so any downstream front end maintainers will have to do some
rewriting of their own (sorry). I've done the necessary work in all
five of the front ends I keep in-tree here - Windows, GTK, OS X,
Javascript/Emscripten, and Java/NestedVM - and I've done it in various
different styles (as each front end found most convenient), so that
should provide a variety of sample code to show downstreams how, if
they should need it.

I've left in the old puzzle back-end API function to return a flat
list of presets, so for the moment, all the puzzle backends are
unchanged apart from an extra null pointer appearing in their
top-level game structure. In a future commit I'll actually use the new
feature in a puzzle; perhaps in the further future it might make sense
to migrate all the puzzles to the new API and stop providing back ends
with two alternative ways of doing things, but this seemed like enough
upheaval for one day.
2017-04-26 21:51:23 +01:00

1215 lines
30 KiB
C

/*
* sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
* from the 15-puzzle in that you toroidally rotate a row or column
* at a time.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
#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 )
#define ANIM_TIME 0.13F
#define FLASH_FRAME 0.13F
#define X(state, i) ( (i) % (state)->w )
#define Y(state, i) ( (i) / (state)->w )
#define C(state, x, y) ( (y) * (state)->w + (x) )
#define TILE_CURSOR(i, state, x, y) ((i) == C((state), (x), (y)) && \
0 <= (x) && (x) < (state)->w && \
0 <= (y) && (y) < (state)->h)
enum {
COL_BACKGROUND,
COL_TEXT,
COL_HIGHLIGHT,
COL_LOWLIGHT,
NCOLOURS
};
struct game_params {
int w, h;
int movetarget;
};
struct game_state {
int w, h, n;
int *tiles;
int completed;
int used_solve; /* used to suppress completion flash */
int movecount, movetarget;
int last_movement_sense;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = ret->h = 4;
ret->movetarget = 0;
return ret;
}
static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
int w, h;
char buf[80];
switch (i) {
case 0: w = 3, h = 3; break;
case 1: w = 4, h = 3; break;
case 2: w = 4, h = 4; break;
case 3: w = 5, h = 4; break;
case 4: w = 5, h = 5; break;
default: return FALSE;
}
sprintf(buf, "%dx%d", w, h);
*name = dupstr(buf);
*params = ret = snew(game_params);
ret->w = w;
ret->h = h;
ret->movetarget = 0;
return TRUE;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *ret, char const *string)
{
ret->w = ret->h = atoi(string);
ret->movetarget = 0;
while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
while (*string && isdigit((unsigned char)*string))
string++;
}
if (*string == 'm') {
string++;
ret->movetarget = atoi(string);
while (*string && isdigit((unsigned char)*string))
string++;
}
}
static char *encode_params(const game_params *params, int full)
{
char data[256];
sprintf(data, "%dx%d", params->w, params->h);
/* Shuffle limit is part of the limited parameters, because we have to
* supply the target move count. */
if (params->movetarget)
sprintf(data + strlen(data), "m%d", params->movetarget);
return dupstr(data);
}
static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(4, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[2].name = "Number of shuffling moves";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->movetarget);
ret[2].sval = dupstr(buf);
ret[2].ival = 0;
ret[3].name = NULL;
ret[3].type = C_END;
ret[3].sval = NULL;
ret[3].ival = 0;
return ret;
}
static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
ret->movetarget = atoi(cfg[2].sval);
return ret;
}
static char *validate_params(const game_params *params, int full)
{
if (params->w < 2 || params->h < 2)
return "Width and height must both be at least two";
return NULL;
}
static int perm_parity(int *perm, int n)
{
int i, j, ret;
ret = 0;
for (i = 0; i < n-1; i++)
for (j = i+1; j < n; j++)
if (perm[i] > perm[j])
ret = !ret;
return ret;
}
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
int stop, n, i, x;
int x1, x2, p1, p2;
int *tiles, *used;
char *ret;
int retlen;
n = params->w * params->h;
tiles = snewn(n, int);
if (params->movetarget) {
int prevoffset = -1;
int max = (params->w > params->h ? params->w : params->h);
int *prevmoves = snewn(max, int);
/*
* Shuffle the old-fashioned way, by making a series of
* single moves on the grid.
*/
for (i = 0; i < n; i++)
tiles[i] = i;
for (i = 0; i < params->movetarget; i++) {
int start, offset, len, direction, index;
int j, tmp;
/*
* Choose a move to make. We can choose from any row
* or any column.
*/
while (1) {
j = random_upto(rs, params->w + params->h);
if (j < params->w) {
/* Column. */
index = j;
start = j;
offset = params->w;
len = params->h;
} else {
/* Row. */
index = j - params->w;
start = index * params->w;
offset = 1;
len = params->w;
}
direction = -1 + 2 * random_upto(rs, 2);
/*
* To at least _try_ to avoid boring cases, check
* that this move doesn't directly undo a previous
* one, or repeat it so many times as to turn it
* into fewer moves in the opposite direction. (For
* example, in a row of length 4, we're allowed to
* move it the same way twice, but not three
* times.)
*
* We track this for each individual row/column,
* and clear all the counters as soon as a
* perpendicular move is made. This isn't perfect
* (it _can't_ guaranteeably be perfect - there
* will always come a move count beyond which a
* shorter solution will be possible than the one
* which constructed the position) but it should
* sort out all the obvious cases.
*/
if (offset == prevoffset) {
tmp = prevmoves[index] + direction;
if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
continue;
}
/* If we didn't `continue', we've found an OK move to make. */
if (offset != prevoffset) {
int i;
for (i = 0; i < max; i++)
prevmoves[i] = 0;
prevoffset = offset;
}
prevmoves[index] += direction;
break;
}
/*
* Make the move.
*/
if (direction < 0) {
start += (len-1) * offset;
offset = -offset;
}
tmp = tiles[start];
for (j = 0; j+1 < len; j++)
tiles[start + j*offset] = tiles[start + (j+1)*offset];
tiles[start + (len-1) * offset] = tmp;
}
sfree(prevmoves);
} else {
used = snewn(n, int);
for (i = 0; i < n; i++) {
tiles[i] = -1;
used[i] = FALSE;
}
/*
* If both dimensions are odd, there is a parity
* constraint.
*/
if (params->w & params->h & 1)
stop = 2;
else
stop = 0;
/*
* Place everything except (possibly) the last two tiles.
*/
for (x = 0, i = n; i > stop; i--) {
int k = i > 1 ? random_upto(rs, i) : 0;
int j;
for (j = 0; j < n; j++)
if (!used[j] && (k-- == 0))
break;
assert(j < n && !used[j]);
used[j] = TRUE;
while (tiles[x] >= 0)
x++;
assert(x < n);
tiles[x] = j;
}
if (stop) {
/*
* Find the last two locations, and the last two
* pieces.
*/
while (tiles[x] >= 0)
x++;
assert(x < n);
x1 = x;
x++;
while (tiles[x] >= 0)
x++;
assert(x < n);
x2 = x;
for (i = 0; i < n; i++)
if (!used[i])
break;
p1 = i;
for (i = p1+1; i < n; i++)
if (!used[i])
break;
p2 = i;
/*
* Try the last two tiles one way round. If that fails,
* swap them.
*/
tiles[x1] = p1;
tiles[x2] = p2;
if (perm_parity(tiles, n) != 0) {
tiles[x1] = p2;
tiles[x2] = p1;
assert(perm_parity(tiles, n) == 0);
}
}
sfree(used);
}
/*
* Now construct the game description, by describing the tile
* array as a simple sequence of comma-separated integers.
*/
ret = NULL;
retlen = 0;
for (i = 0; i < n; i++) {
char buf[80];
int k;
k = sprintf(buf, "%d,", tiles[i]+1);
ret = sresize(ret, retlen + k + 1, char);
strcpy(ret + retlen, buf);
retlen += k;
}
ret[retlen-1] = '\0'; /* delete last comma */
sfree(tiles);
return ret;
}
static char *validate_desc(const game_params *params, const char *desc)
{
const char *p;
char *err;
int i, area;
int *used;
area = params->w * params->h;
p = desc;
err = NULL;
used = snewn(area, int);
for (i = 0; i < area; i++)
used[i] = FALSE;
for (i = 0; i < area; i++) {
const char *q = p;
int n;
if (*p < '0' || *p > '9') {
err = "Not enough numbers in string";
goto leave;
}
while (*p >= '0' && *p <= '9')
p++;
if (i < area-1 && *p != ',') {
err = "Expected comma after number";
goto leave;
}
else if (i == area-1 && *p) {
err = "Excess junk at end of string";
goto leave;
}
n = atoi(q);
if (n < 1 || n > area) {
err = "Number out of range";
goto leave;
}
if (used[n-1]) {
err = "Number used twice";
goto leave;
}
used[n-1] = TRUE;
if (*p) p++; /* eat comma */
}
leave:
sfree(used);
return err;
}
static game_state *new_game(midend *me, const game_params *params,
const char *desc)
{
game_state *state = snew(game_state);
int i;
const char *p;
state->w = params->w;
state->h = params->h;
state->n = params->w * params->h;
state->tiles = snewn(state->n, int);
p = desc;
i = 0;
for (i = 0; i < state->n; i++) {
assert(*p);
state->tiles[i] = atoi(p);
while (*p && *p != ',')
p++;
if (*p) p++; /* eat comma */
}
assert(!*p);
state->completed = state->movecount = 0;
state->movetarget = params->movetarget;
state->used_solve = FALSE;
state->last_movement_sense = 0;
return state;
}
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->w = state->w;
ret->h = state->h;
ret->n = state->n;
ret->tiles = snewn(state->w * state->h, int);
memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
ret->completed = state->completed;
ret->movecount = state->movecount;
ret->movetarget = state->movetarget;
ret->used_solve = state->used_solve;
ret->last_movement_sense = state->last_movement_sense;
return ret;
}
static void free_game(game_state *state)
{
sfree(state->tiles);
sfree(state);
}
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, char **error)
{
return dupstr("S");
}
static int game_can_format_as_text_now(const game_params *params)
{
return TRUE;
}
static char *game_text_format(const 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);
/*
* 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];
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;
}
enum cursor_mode { unlocked, lock_tile, lock_position };
struct game_ui {
int cur_x, cur_y;
int cur_visible;
enum cursor_mode cur_mode;
};
static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cur_x = 0;
ui->cur_y = 0;
ui->cur_visible = FALSE;
ui->cur_mode = unlocked;
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui);
}
static char *encode_ui(const game_ui *ui)
{
return NULL;
}
static void decode_ui(game_ui *ui, const char *encoding)
{
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,
const game_state *newstate)
{
}
struct game_drawstate {
int started;
int w, h, bgcolour;
int *tiles;
int tilesize;
int cur_x, cur_y;
};
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
{
int cx = -1, cy = -1, dx, dy;
char buf[80];
int shift = button & MOD_SHFT, control = button & MOD_CTRL,
pad = button & MOD_NUM_KEYPAD;
button &= ~MOD_MASK;
if (IS_CURSOR_MOVE(button) || pad) {
if (!ui->cur_visible) {
ui->cur_visible = 1;
return "";
}
if (control || shift || ui->cur_mode) {
int x = ui->cur_x, y = ui->cur_y, xwrap = x, ywrap = y;
if (x < 0 || x >= state->w || y < 0 || y >= state->h)
return NULL;
move_cursor(button | pad, &x, &y,
state->w, state->h, FALSE);
move_cursor(button | pad, &xwrap, &ywrap,
state->w, state->h, TRUE);
if (x != xwrap) {
sprintf(buf, "R%d,%c1", y, x ? '+' : '-');
} else if (y != ywrap) {
sprintf(buf, "C%d,%c1", x, y ? '+' : '-');
} else if (x == ui->cur_x)
sprintf(buf, "C%d,%d", x, y - ui->cur_y);
else
sprintf(buf, "R%d,%d", y, x - ui->cur_x);
if (control || (!shift && ui->cur_mode == lock_tile)) {
ui->cur_x = xwrap;
ui->cur_y = ywrap;
}
return dupstr(buf);
} else {
int x = ui->cur_x + 1, y = ui->cur_y + 1;
move_cursor(button | pad, &x, &y,
state->w + 2, state->h + 2, FALSE);
if (x == 0 && y == 0) {
int t = ui->cur_x;
ui->cur_x = ui->cur_y;
ui->cur_y = t;
} else if (x == 0 && y == state->h + 1) {
int t = ui->cur_x;
ui->cur_x = (state->h - 1) - ui->cur_y;
ui->cur_y = (state->h - 1) - t;
} else if (x == state->w + 1 && y == 0) {
int t = ui->cur_x;
ui->cur_x = (state->w - 1) - ui->cur_y;
ui->cur_y = (state->w - 1) - t;
} else if (x == state->w + 1 && y == state->h + 1) {
int t = ui->cur_x;
ui->cur_x = state->w - state->h + ui->cur_y;
ui->cur_y = state->h - state->w + t;
} else {
ui->cur_x = x - 1;
ui->cur_y = y - 1;
}
ui->cur_visible = 1;
return "";
}
}
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
cx = FROMCOORD(x);
cy = FROMCOORD(y);
ui->cur_visible = 0;
} else if (IS_CURSOR_SELECT(button)) {
if (ui->cur_visible) {
if (ui->cur_x == -1 || ui->cur_x == state->w ||
ui->cur_y == -1 || ui->cur_y == state->h) {
cx = ui->cur_x;
cy = ui->cur_y;
} else {
const enum cursor_mode m = (button == CURSOR_SELECT2 ?
lock_position : lock_tile);
ui->cur_mode = (ui->cur_mode == m ? unlocked : m);
return "";
}
} else {
ui->cur_visible = 1;
return "";
}
} else {
return NULL;
}
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 ""; /* invalid click location */
/* reverse direction if right hand button is pressed */
if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) {
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(const game_state *from, const 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 = 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);
do {
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;
/*
* See if the game has been completed.
*/
if (!ret->completed) {
ret->completed = ret->movecount;
for (n = 0; n < ret->n; n++)
if (ret->tiles[n] != n+1)
ret->completed = FALSE;
}
return ret;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
for (i = 0; i < 3; i++)
ret[COL_TEXT * 3 + i] = 0.0;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->started = FALSE;
ds->w = state->w;
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;
ds->cur_x = ds->cur_y = -1;
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
static void draw_tile(drawing *dr, game_drawstate *ds,
const game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
flash_colour);
} else {
int coords[6];
char str[40];
coords[0] = x + TILE_SIZE - 1;
coords[1] = y + TILE_SIZE - 1;
coords[2] = x + TILE_SIZE - 1;
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
sprintf(str, "%d", tile);
draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
}
draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
}
static void draw_arrow(drawing *dr, game_drawstate *ds,
int x, int y, int xdx, int xdy, int cur)
{
int coords[14];
int ydy = -xdx, ydx = xdy;
#define POINT(n, xx, yy) ( \
coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT);
}
static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
int cur_x, int cur_y, int cur)
{
if (cur_x == -1 && cur_y == -1)
return; /* 'no cursur here */
else if (cur_x == -1) /* LH column. */
draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur);
else if (cur_x == ds->w) /* RH column */
draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur);
else if (cur_y == -1) /* Top row */
draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur);
else if (cur_y == ds->h) /* Bottom row */
draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur);
else
return;
draw_update(dr, COORD(cur_x), COORD(cur_y),
TILE_SIZE, TILE_SIZE);
}
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
int i, bgcolour;
int cur_x = -1, cur_y = -1;
if (flashtime > 0) {
int frame = (int)(flashtime / FLASH_FRAME);
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
} else
bgcolour = COL_BACKGROUND;
if (!ds->started) {
int coords[10];
draw_rect(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
draw_update(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
/*
* Recessed area containing the whole puzzle.
*/
coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
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(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0);
draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0);
}
for (i = 0; i < state->h; i++) {
draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0);
draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0);
}
ds->started = TRUE;
}
/*
* Cursor (highlighted arrow around edge)
*/
if (ui->cur_visible) {
cur_x = ui->cur_x; cur_y = ui->cur_y;
}
if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
/* Cursor has changed; redraw two (prev and curr) arrows. */
draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
}
/*
* Now draw each tile.
*/
clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
for (i = 0; i < state->n; i++) {
int t, t0;
/*
* Figure out what should be displayed at this
* location. It's either a simple tile, or it's a
* transition between two tiles (in which case we say
* -1 because it must always be drawn).
*/
if (oldstate && oldstate->tiles[i] != state->tiles[i])
t = -1;
else
t = state->tiles[i];
t0 = t;
if (ds->bgcolour != bgcolour || /* always redraw when flashing */
ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1 ||
((ds->cur_x != cur_x || ds->cur_y != cur_y) && /* cursor moved */
(TILE_CURSOR(i, state, ds->cur_x, ds->cur_y) ||
TILE_CURSOR(i, state, cur_x, cur_y)))) {
int x, y, x2, y2;
/*
* Figure out what to _actually_ draw, and where to
* draw it.
*/
if (t == -1) {
int x0, y0, x1, y1, dx, dy;
int j;
float c;
int sense;
if (dir < 0) {
assert(oldstate);
sense = -oldstate->last_movement_sense;
} else {
sense = state->last_movement_sense;
}
t = state->tiles[i];
/*
* FIXME: must be prepared to draw a double
* tile in some situations.
*/
/*
* Find the coordinates of this tile in the old and
* new states.
*/
x1 = COORD(X(state, i));
y1 = COORD(Y(state, i));
for (j = 0; j < oldstate->n; j++)
if (oldstate->tiles[j] == state->tiles[i])
break;
assert(j < oldstate->n);
x0 = COORD(X(state, j));
y0 = COORD(Y(state, j));
dx = (x1 - x0);
if (dx != 0 &&
dx != TILE_SIZE * sense) {
dx = (dx < 0 ? dx + TILE_SIZE * state->w :
dx - TILE_SIZE * state->w);
assert(abs(dx) == TILE_SIZE);
}
dy = (y1 - y0);
if (dy != 0 &&
dy != TILE_SIZE * sense) {
dy = (dy < 0 ? dy + TILE_SIZE * state->h :
dy - TILE_SIZE * state->h);
assert(abs(dy) == TILE_SIZE);
}
c = (animtime / ANIM_TIME);
if (c < 0.0F) c = 0.0F;
if (c > 1.0F) c = 1.0F;
x = x0 + (int)(c * dx);
y = y0 + (int)(c * dy);
x2 = x1 - dx + (int)(c * dx);
y2 = y1 - dy + (int)(c * dy);
} else {
x = COORD(X(state, i));
y = COORD(Y(state, i));
x2 = y2 = -1;
}
draw_tile(dr, ds, state, x, y, t,
(x2 == -1 && TILE_CURSOR(i, state, cur_x, cur_y)) ?
COL_LOWLIGHT : bgcolour);
if (x2 != -1 || y2 != -1)
draw_tile(dr, ds, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
ds->cur_x = cur_x;
ds->cur_y = cur_y;
unclip(dr);
ds->bgcolour = bgcolour;
/*
* Update the status bar.
*/
{
char statusbuf[256];
/*
* Don't show the new status until we're also showing the
* new _state_ - after the game animation is complete.
*/
if (oldstate)
state = oldstate;
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(dr, statusbuf);
}
}
static float game_anim_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
return ANIM_TIME;
}
static float game_flash_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->used_solve && !newstate->used_solve)
return 2 * FLASH_FRAME;
else
return 0.0F;
}
static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
static void game_print_size(const game_params *params, float *x, float *y)
{
}
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
}
#ifdef COMBINED
#define thegame sixteen
#endif
const struct game thegame = {
"Sixteen", "games.sixteen", "sixteen",
default_params,
game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
new_game,
dup_game,
free_game,
TRUE, solve_game,
TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
decode_ui,
game_changed_state,
interpret_move,
execute_move,
PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_status,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};
/* vim: set shiftwidth=4 tabstop=8: */