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Files

basically just so that it can divide mouse coordinates by the tile size, but is definitely not expected to _write_ to it, and it hadn't previously occurred to me that anyone might try. Therefore, interpret_move() now gets a pointer to a _const_ game_drawstate instead of a writable one. All existing puzzles cope fine with this API change (as long as the new const qualifier is also added to a couple of subfunctions to which interpret_move delegates work), except for the just-committed Undead, which somehow had ds->ascii and ui->ascii the wrong way round but is otherwise unproblematic. [originally from svn r9657]
892 lines
21 KiB
C
892 lines
21 KiB
C
/*
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* fifteen.c: standard 15-puzzle.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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#define PREFERRED_TILE_SIZE 48
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#define TILE_SIZE (ds->tilesize)
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#define BORDER (TILE_SIZE / 2)
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#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
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#define ANIM_TIME 0.13F
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#define FLASH_FRAME 0.13F
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#define X(state, i) ( (i) % (state)->w )
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#define Y(state, i) ( (i) / (state)->w )
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#define C(state, x, y) ( (y) * (state)->w + (x) )
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enum {
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COL_BACKGROUND,
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COL_TEXT,
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COL_HIGHLIGHT,
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COL_LOWLIGHT,
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NCOLOURS
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};
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struct game_params {
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int w, h;
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};
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struct game_state {
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int w, h, n;
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int *tiles;
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int gap_pos;
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int completed;
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int used_solve; /* used to suppress completion flash */
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int movecount;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = ret->h = 4;
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return ret;
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}
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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if (i == 0) {
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*params = default_params();
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*name = dupstr("4x4");
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return TRUE;
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}
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return FALSE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *ret, char const *string)
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{
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ret->w = ret->h = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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if (*string == 'x') {
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string++;
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ret->h = atoi(string);
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}
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}
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static char *encode_params(game_params *params, int full)
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{
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char data[256];
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sprintf(data, "%dx%d", params->w, params->h);
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return dupstr(data);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(3, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = NULL;
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ret[2].type = C_END;
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ret[2].sval = NULL;
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ret[2].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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return ret;
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}
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static char *validate_params(game_params *params, int full)
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{
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if (params->w < 2 || params->h < 2)
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return "Width and height must both be at least two";
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return NULL;
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}
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static int perm_parity(int *perm, int n)
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{
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int i, j, ret;
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ret = 0;
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for (i = 0; i < n-1; i++)
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for (j = i+1; j < n; j++)
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if (perm[i] > perm[j])
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ret = !ret;
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return ret;
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}
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static char *new_game_desc(game_params *params, random_state *rs,
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char **aux, int interactive)
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{
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int gap, n, i, x;
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int x1, x2, p1, p2, parity;
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int *tiles, *used;
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char *ret;
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int retlen;
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n = params->w * params->h;
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tiles = snewn(n, int);
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used = snewn(n, int);
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for (i = 0; i < n; i++) {
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tiles[i] = -1;
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used[i] = FALSE;
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}
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gap = random_upto(rs, n);
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tiles[gap] = 0;
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used[0] = TRUE;
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/*
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* Place everything else except the last two tiles.
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*/
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for (x = 0, i = n-1; i > 2; i--) {
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int k = random_upto(rs, i);
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int j;
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for (j = 0; j < n; j++)
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if (!used[j] && (k-- == 0))
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break;
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assert(j < n && !used[j]);
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used[j] = TRUE;
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while (tiles[x] >= 0)
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x++;
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assert(x < n);
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tiles[x] = j;
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}
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/*
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* Find the last two locations, and the last two pieces.
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*/
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while (tiles[x] >= 0)
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x++;
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assert(x < n);
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x1 = x;
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x++;
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while (tiles[x] >= 0)
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x++;
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assert(x < n);
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x2 = x;
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for (i = 0; i < n; i++)
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if (!used[i])
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break;
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p1 = i;
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for (i = p1+1; i < n; i++)
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if (!used[i])
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break;
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p2 = i;
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/*
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* Determine the required parity of the overall permutation.
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* This is the XOR of:
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*
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* - The chessboard parity ((x^y)&1) of the gap square. The
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* bottom right counts as even.
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*
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* - The parity of n. (The target permutation is 1,...,n-1,0
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* rather than 0,...,n-1; this is a cyclic permutation of
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* the starting point and hence is odd iff n is even.)
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*/
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parity = ((X(params, gap) - (params->w-1)) ^
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(Y(params, gap) - (params->h-1)) ^
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(n+1)) & 1;
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/*
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* Try the last two tiles one way round. If that fails, swap
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* them.
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*/
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tiles[x1] = p1;
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tiles[x2] = p2;
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if (perm_parity(tiles, n) != parity) {
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tiles[x1] = p2;
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tiles[x2] = p1;
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assert(perm_parity(tiles, n) == parity);
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}
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/*
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* Now construct the game description, by describing the tile
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* array as a simple sequence of comma-separated integers.
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*/
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ret = NULL;
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retlen = 0;
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for (i = 0; i < n; i++) {
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char buf[80];
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int k;
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k = sprintf(buf, "%d,", tiles[i]);
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ret = sresize(ret, retlen + k + 1, char);
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strcpy(ret + retlen, buf);
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retlen += k;
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}
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ret[retlen-1] = '\0'; /* delete last comma */
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sfree(tiles);
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sfree(used);
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return ret;
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}
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static char *validate_desc(game_params *params, char *desc)
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{
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char *p, *err;
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int i, area;
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int *used;
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area = params->w * params->h;
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p = desc;
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err = NULL;
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used = snewn(area, int);
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for (i = 0; i < area; i++)
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used[i] = FALSE;
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for (i = 0; i < area; i++) {
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char *q = p;
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int n;
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if (*p < '0' || *p > '9') {
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err = "Not enough numbers in string";
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goto leave;
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}
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while (*p >= '0' && *p <= '9')
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p++;
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if (i < area-1 && *p != ',') {
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err = "Expected comma after number";
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goto leave;
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}
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else if (i == area-1 && *p) {
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err = "Excess junk at end of string";
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goto leave;
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}
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n = atoi(q);
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if (n < 0 || n >= area) {
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err = "Number out of range";
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goto leave;
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}
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if (used[n]) {
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err = "Number used twice";
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goto leave;
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}
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used[n] = TRUE;
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if (*p) p++; /* eat comma */
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}
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leave:
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sfree(used);
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return err;
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}
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static game_state *new_game(midend *me, game_params *params, char *desc)
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{
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game_state *state = snew(game_state);
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int i;
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char *p;
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state->w = params->w;
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state->h = params->h;
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state->n = params->w * params->h;
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state->tiles = snewn(state->n, int);
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state->gap_pos = 0;
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p = desc;
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i = 0;
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for (i = 0; i < state->n; i++) {
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assert(*p);
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state->tiles[i] = atoi(p);
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if (state->tiles[i] == 0)
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state->gap_pos = i;
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while (*p && *p != ',')
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p++;
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if (*p) p++; /* eat comma */
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}
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assert(!*p);
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assert(state->tiles[state->gap_pos] == 0);
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state->completed = state->movecount = 0;
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state->used_solve = FALSE;
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return state;
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}
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static game_state *dup_game(game_state *state)
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{
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game_state *ret = snew(game_state);
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ret->w = state->w;
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ret->h = state->h;
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ret->n = state->n;
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ret->tiles = snewn(state->w * state->h, int);
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memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
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ret->gap_pos = state->gap_pos;
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ret->completed = state->completed;
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ret->movecount = state->movecount;
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ret->used_solve = state->used_solve;
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return ret;
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}
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static void free_game(game_state *state)
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{
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sfree(state->tiles);
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sfree(state);
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}
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static char *solve_game(game_state *state, game_state *currstate,
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char *aux, char **error)
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{
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return dupstr("S");
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}
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static int game_can_format_as_text_now(game_params *params)
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{
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return TRUE;
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}
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static char *game_text_format(game_state *state)
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{
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char *ret, *p, buf[80];
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int x, y, col, maxlen;
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/*
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* First work out how many characters we need to display each
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* number.
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*/
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col = sprintf(buf, "%d", state->n-1);
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/*
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* Now we know the exact total size of the grid we're going to
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* produce: it's got h rows, each containing w lots of col, w-1
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* spaces and a trailing newline.
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*/
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maxlen = state->h * state->w * (col+1);
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ret = snewn(maxlen+1, char);
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p = ret;
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for (y = 0; y < state->h; y++) {
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for (x = 0; x < state->w; x++) {
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int v = state->tiles[state->w*y+x];
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if (v == 0)
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sprintf(buf, "%*s", col, "");
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else
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sprintf(buf, "%*d", col, v);
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memcpy(p, buf, col);
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p += col;
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if (x+1 == state->w)
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*p++ = '\n';
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else
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*p++ = ' ';
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}
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}
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assert(p - ret == maxlen);
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*p = '\0';
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return ret;
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}
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static game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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static void free_ui(game_ui *ui)
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{
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}
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static char *encode_ui(game_ui *ui)
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{
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return NULL;
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}
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static void decode_ui(game_ui *ui, char *encoding)
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{
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}
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static void game_changed_state(game_ui *ui, game_state *oldstate,
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game_state *newstate)
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{
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}
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struct game_drawstate {
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int started;
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int w, h, bgcolour;
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int *tiles;
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int tilesize;
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};
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static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
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int x, int y, int button)
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{
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int gx, gy, dx, dy;
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char buf[80];
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button &= ~MOD_MASK;
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gx = X(state, state->gap_pos);
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gy = Y(state, state->gap_pos);
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if (button == CURSOR_RIGHT && gx > 0)
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dx = gx - 1, dy = gy;
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else if (button == CURSOR_LEFT && gx < state->w-1)
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dx = gx + 1, dy = gy;
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else if (button == CURSOR_DOWN && gy > 0)
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dy = gy - 1, dx = gx;
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else if (button == CURSOR_UP && gy < state->h-1)
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dy = gy + 1, dx = gx;
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else if (button == LEFT_BUTTON) {
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dx = FROMCOORD(x);
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dy = FROMCOORD(y);
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if (dx < 0 || dx >= state->w || dy < 0 || dy >= state->h)
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return NULL; /* out of bounds */
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/*
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* Any click location should be equal to the gap location
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* in _precisely_ one coordinate.
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*/
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if ((dx == gx && dy == gy) || (dx != gx && dy != gy))
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return NULL;
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} else
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return NULL; /* no move */
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sprintf(buf, "M%d,%d", dx, dy);
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return dupstr(buf);
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}
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static game_state *execute_move(game_state *from, char *move)
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{
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int gx, gy, dx, dy, ux, uy, up, p;
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game_state *ret;
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if (!strcmp(move, "S")) {
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int i;
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ret = dup_game(from);
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/*
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* Simply replace the grid with a solved one. For this game,
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* this isn't a useful operation for actually telling the user
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* what they should have done, but it is useful for
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* conveniently being able to get hold of a clean state from
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* which to practise manoeuvres.
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*/
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for (i = 0; i < ret->n; i++)
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ret->tiles[i] = (i+1) % ret->n;
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ret->gap_pos = ret->n-1;
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ret->used_solve = TRUE;
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ret->completed = ret->movecount = 1;
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return ret;
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}
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gx = X(from, from->gap_pos);
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gy = Y(from, from->gap_pos);
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if (move[0] != 'M' ||
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sscanf(move+1, "%d,%d", &dx, &dy) != 2 ||
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(dx == gx && dy == gy) || (dx != gx && dy != gy) ||
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dx < 0 || dx >= from->w || dy < 0 || dy >= from->h)
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return NULL;
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/*
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* Find the unit displacement from the original gap
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* position towards this one.
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*/
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ux = (dx < gx ? -1 : dx > gx ? +1 : 0);
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uy = (dy < gy ? -1 : dy > gy ? +1 : 0);
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up = C(from, ux, uy);
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ret = dup_game(from);
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ret->gap_pos = C(from, dx, dy);
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assert(ret->gap_pos >= 0 && ret->gap_pos < ret->n);
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ret->tiles[ret->gap_pos] = 0;
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for (p = from->gap_pos; p != ret->gap_pos; p += up) {
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assert(p >= 0 && p < from->n);
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ret->tiles[p] = from->tiles[p + up];
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ret->movecount++;
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}
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/*
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* See if the game has been completed.
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*/
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if (!ret->completed) {
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ret->completed = ret->movecount;
|
|
for (p = 0; p < ret->n; p++)
|
|
if (ret->tiles[p] != (p < ret->n-1 ? p+1 : 0))
|
|
ret->completed = 0;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
static void game_compute_size(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,
|
|
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, 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;
|
|
|
|
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, 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 game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|
game_state *state, int dir, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int i, pass, bgcolour;
|
|
|
|
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);
|
|
|
|
ds->started = TRUE;
|
|
}
|
|
|
|
/*
|
|
* Now draw each tile. We do this in two passes to make
|
|
* animation easy.
|
|
*/
|
|
for (pass = 0; pass < 2; pass++) {
|
|
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) {
|
|
int x, y;
|
|
|
|
/*
|
|
* Figure out what to _actually_ draw, and where to
|
|
* draw it.
|
|
*/
|
|
if (t == -1) {
|
|
int x0, y0, x1, y1;
|
|
int j;
|
|
|
|
/*
|
|
* On the first pass, just blank the tile.
|
|
*/
|
|
if (pass == 0) {
|
|
x = COORD(X(state, i));
|
|
y = COORD(Y(state, i));
|
|
t = 0;
|
|
} else {
|
|
float c;
|
|
|
|
t = state->tiles[i];
|
|
|
|
/*
|
|
* Don't bother moving the gap; just don't
|
|
* draw it.
|
|
*/
|
|
if (t == 0)
|
|
continue;
|
|
|
|
/*
|
|
* 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));
|
|
|
|
c = (animtime / ANIM_TIME);
|
|
if (c < 0.0F) c = 0.0F;
|
|
if (c > 1.0F) c = 1.0F;
|
|
|
|
x = x0 + (int)(c * (x1 - x0));
|
|
y = y0 + (int)(c * (y1 - y0));
|
|
}
|
|
|
|
} else {
|
|
if (pass == 0)
|
|
continue;
|
|
x = COORD(X(state, i));
|
|
y = COORD(Y(state, i));
|
|
}
|
|
|
|
draw_tile(dr, ds, state, x, y, t, bgcolour);
|
|
}
|
|
ds->tiles[i] = t0;
|
|
}
|
|
}
|
|
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));
|
|
|
|
status_bar(dr, statusbuf);
|
|
}
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate,
|
|
game_state *newstate, int dir, game_ui *ui)
|
|
{
|
|
return ANIM_TIME;
|
|
}
|
|
|
|
static float game_flash_length(game_state *oldstate,
|
|
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(game_state *state)
|
|
{
|
|
return state->completed ? +1 : 0;
|
|
}
|
|
|
|
static int game_timing_state(game_state *state, game_ui *ui)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void game_print_size(game_params *params, float *x, float *y)
|
|
{
|
|
}
|
|
|
|
static void game_print(drawing *dr, game_state *state, int tilesize)
|
|
{
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame fifteen
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Fifteen", "games.fifteen", "fifteen",
|
|
default_params,
|
|
game_fetch_preset,
|
|
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 */
|
|
};
|