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Files

and it moves the polyhedron in the general direction of the mouse pointer. (I had this in my initial throwaway Python implementation of this game, but never reimplemented it in this version. It's harder with triangles, but not too much harder.) Since the logical-to-physical coordinate mapping in Cube is dynamically computed, this has involved an interface change which touches all puzzles: make_move() is now passed a pointer to the game_drawstate, which it may of course completely ignore if it wishes. [originally from svn r5877]
1015 lines
24 KiB
C
1015 lines
24 KiB
C
/*
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* sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
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* from the 15-puzzle in that you toroidally rotate a row or column
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* at a time.
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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 TILE_SIZE 48
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#define BORDER TILE_SIZE /* big border to fill with arrows */
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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 + 2*TILE_SIZE) / TILE_SIZE - 2 )
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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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int movetarget;
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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 completed;
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int just_used_solve; /* used to suppress undo animation */
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int used_solve; /* used to suppress completion flash */
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int movecount, movetarget;
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int last_movement_sense;
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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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ret->movetarget = 0;
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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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game_params *ret;
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int w, h;
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char buf[80];
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switch (i) {
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case 0: w = 3, h = 3; break;
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case 1: w = 4, h = 3; break;
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case 2: w = 4, h = 4; break;
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case 3: w = 5, h = 4; break;
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case 4: w = 5, h = 5; break;
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default: return FALSE;
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}
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sprintf(buf, "%dx%d", w, h);
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*name = dupstr(buf);
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*params = ret = snew(game_params);
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ret->w = w;
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ret->h = h;
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ret->movetarget = 0;
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return TRUE;
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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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ret->movetarget = 0;
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while (*string && isdigit(*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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while (*string && isdigit((unsigned char)*string))
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string++;
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}
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if (*string == 'm') {
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string++;
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ret->movetarget = atoi(string);
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while (*string && isdigit((unsigned char)*string))
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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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/* Shuffle limit is part of the limited parameters, because we have to
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* supply the target move count. */
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if (params->movetarget)
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sprintf(data + strlen(data), "m%d", params->movetarget);
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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(4, 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 = "Number of shuffling moves";
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ret[2].type = C_STRING;
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sprintf(buf, "%d", params->movetarget);
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ret[2].sval = dupstr(buf);
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ret[2].ival = 0;
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ret[3].name = NULL;
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ret[3].type = C_END;
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ret[3].sval = NULL;
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ret[3].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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ret->movetarget = atoi(cfg[2].sval);
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return ret;
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}
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static char *validate_params(game_params *params)
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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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game_aux_info **aux, int interactive)
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{
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int stop, n, i, x;
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int x1, x2, p1, p2;
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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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if (params->movetarget) {
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int prevoffset = -1;
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int max = (params->w > params->h ? params->w : params->h);
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int *prevmoves = snewn(max, int);
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/*
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* Shuffle the old-fashioned way, by making a series of
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* single moves on the grid.
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*/
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for (i = 0; i < n; i++)
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tiles[i] = i;
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for (i = 0; i < params->movetarget; i++) {
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int start, offset, len, direction, index;
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int j, tmp;
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/*
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* Choose a move to make. We can choose from any row
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* or any column.
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*/
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while (1) {
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j = random_upto(rs, params->w + params->h);
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if (j < params->w) {
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/* Column. */
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index = j;
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start = j;
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offset = params->w;
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len = params->h;
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} else {
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/* Row. */
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index = j - params->w;
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start = index * params->w;
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offset = 1;
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len = params->w;
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}
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direction = -1 + 2 * random_upto(rs, 2);
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/*
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* To at least _try_ to avoid boring cases, check
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* that this move doesn't directly undo a previous
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* one, or repeat it so many times as to turn it
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* into fewer moves in the opposite direction. (For
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* example, in a row of length 4, we're allowed to
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* move it the same way twice, but not three
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* times.)
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*
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* We track this for each individual row/column,
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* and clear all the counters as soon as a
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* perpendicular move is made. This isn't perfect
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* (it _can't_ guaranteeably be perfect - there
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* will always come a move count beyond which a
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* shorter solution will be possible than the one
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* which constructed the position) but it should
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* sort out all the obvious cases.
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*/
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if (offset == prevoffset) {
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tmp = prevmoves[index] + direction;
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if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
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continue;
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}
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/* If we didn't `continue', we've found an OK move to make. */
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if (offset != prevoffset) {
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int i;
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for (i = 0; i < max; i++)
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prevmoves[i] = 0;
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prevoffset = offset;
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}
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prevmoves[index] += direction;
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break;
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}
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/*
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* Make the move.
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*/
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if (direction < 0) {
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start += (len-1) * offset;
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offset = -offset;
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}
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tmp = tiles[start];
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for (j = 0; j+1 < len; j++)
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tiles[start + j*offset] = tiles[start + (j+1)*offset];
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tiles[start + (len-1) * offset] = tmp;
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}
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sfree(prevmoves);
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} else {
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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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/*
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* If both dimensions are odd, there is a parity
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* constraint.
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*/
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if (params->w & params->h & 1)
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stop = 2;
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else
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stop = 0;
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/*
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* Place everything except (possibly) the last two tiles.
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*/
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for (x = 0, i = n; i > stop; i--) {
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int k = i > 1 ? random_upto(rs, i) : 0;
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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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if (stop) {
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/*
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* Find the last two locations, and the last two
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* 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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* Try the last two tiles one way round. If that fails,
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* swap 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) != 0) {
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tiles[x1] = p2;
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tiles[x2] = p1;
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assert(perm_parity(tiles, n) == 0);
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}
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}
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sfree(used);
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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]+1);
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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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return ret;
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}
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static void game_free_aux_info(game_aux_info *aux)
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{
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assert(!"Shouldn't happen");
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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 < 1 || 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-1]) {
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err = "Number used twice";
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goto leave;
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}
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used[n-1] = 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_data *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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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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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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state->completed = state->movecount = 0;
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state->movetarget = params->movetarget;
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state->used_solve = state->just_used_solve = FALSE;
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state->last_movement_sense = 0;
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|
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return state;
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}
|
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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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|
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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->completed = state->completed;
|
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ret->movecount = state->movecount;
|
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ret->movetarget = state->movetarget;
|
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ret->used_solve = state->used_solve;
|
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ret->just_used_solve = state->just_used_solve;
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ret->last_movement_sense = state->last_movement_sense;
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|
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return ret;
|
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}
|
|
|
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static void free_game(game_state *state)
|
|
{
|
|
sfree(state);
|
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}
|
|
|
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static game_state *solve_game(game_state *state, game_aux_info *aux,
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char **error)
|
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{
|
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game_state *ret = dup_game(state);
|
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int i;
|
|
|
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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
|
|
* conveniently being able to get hold of a clean state from
|
|
* which to practise manoeuvres.
|
|
*/
|
|
for (i = 0; i < ret->n; i++)
|
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ret->tiles[i] = i+1;
|
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ret->used_solve = ret->just_used_solve = TRUE;
|
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ret->completed = ret->movecount = 1;
|
|
|
|
return ret;
|
|
}
|
|
|
|
static char *game_text_format(game_state *state)
|
|
{
|
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char *ret, *p, buf[80];
|
|
int x, y, col, maxlen;
|
|
|
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/*
|
|
* First work out how many characters we need to display each
|
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* 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);
|
|
|
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ret = snewn(maxlen+1, char);
|
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p = ret;
|
|
|
|
for (y = 0; y < state->h; y++) {
|
|
for (x = 0; x < state->w; x++) {
|
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int v = state->tiles[state->w*y+x];
|
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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
|
|
*p++ = ' ';
|
|
}
|
|
}
|
|
|
|
assert(p - ret == maxlen);
|
|
*p = '\0';
|
|
return ret;
|
|
}
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
}
|
|
|
|
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
|
|
int x, int y, int button) {
|
|
int cx, cy;
|
|
int dx, dy, tx, ty, n;
|
|
game_state *ret;
|
|
|
|
button &= ~MOD_MASK;
|
|
if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
|
|
return NULL;
|
|
|
|
cx = FROMCOORD(x);
|
|
cy = FROMCOORD(y);
|
|
if (cx == -1 && cy >= 0 && cy < from->h)
|
|
n = from->w, dx = +1, dy = 0;
|
|
else if (cx == from->w && cy >= 0 && cy < from->h)
|
|
n = from->w, dx = -1, dy = 0;
|
|
else if (cy == -1 && cx >= 0 && cx < from->w)
|
|
n = from->h, dy = +1, dx = 0;
|
|
else if (cy == from->h && cx >= 0 && cx < from->w)
|
|
n = from->h, dy = -1, dx = 0;
|
|
else
|
|
return NULL; /* invalid click location */
|
|
|
|
/* reverse direction if right hand button is pressed */
|
|
if (button == RIGHT_BUTTON)
|
|
{
|
|
dx = -dx; if (dx) cx = from->w - 1 - cx;
|
|
dy = -dy; if (dy) cy = from->h - 1 - cy;
|
|
}
|
|
|
|
ret = dup_game(from);
|
|
ret->just_used_solve = FALSE; /* zero this in a hurry */
|
|
|
|
do {
|
|
cx += dx;
|
|
cy += dy;
|
|
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)];
|
|
} 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.
|
|
*/
|
|
|
|
struct game_drawstate {
|
|
int started;
|
|
int w, h, bgcolour;
|
|
int *tiles;
|
|
};
|
|
|
|
static void game_size(game_params *params, int *x, int *y)
|
|
{
|
|
*x = TILE_SIZE * params->w + 2 * BORDER;
|
|
*y = TILE_SIZE * params->h + 2 * BORDER;
|
|
}
|
|
|
|
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
int i;
|
|
float max;
|
|
|
|
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
|
|
|
|
/*
|
|
* Drop the background colour so that the highlight is
|
|
* noticeably brighter than it while still being under 1.
|
|
*/
|
|
max = ret[COL_BACKGROUND*3];
|
|
for (i = 1; i < 3; i++)
|
|
if (ret[COL_BACKGROUND*3+i] > max)
|
|
max = ret[COL_BACKGROUND*3+i];
|
|
if (max * 1.2F > 1.0F) {
|
|
for (i = 0; i < 3; i++)
|
|
ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
|
|
}
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
|
|
ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
|
|
ret[COL_TEXT * 3 + i] = 0.0;
|
|
}
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(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);
|
|
for (i = 0; i < ds->w*ds->h; i++)
|
|
ds->tiles[i] = -1;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(game_drawstate *ds)
|
|
{
|
|
sfree(ds->tiles);
|
|
sfree(ds);
|
|
}
|
|
|
|
static void draw_tile(frontend *fe, game_state *state, int x, int y,
|
|
int tile, int flash_colour)
|
|
{
|
|
if (tile == 0) {
|
|
draw_rect(fe, 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(fe, coords, 3, TRUE, COL_LOWLIGHT);
|
|
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
|
|
|
|
coords[0] = x;
|
|
coords[1] = y;
|
|
draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
|
|
draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
|
|
|
|
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
|
|
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
|
|
flash_colour);
|
|
|
|
sprintf(str, "%d", tile);
|
|
draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
|
|
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
|
|
COL_TEXT, str);
|
|
}
|
|
draw_update(fe, x, y, TILE_SIZE, TILE_SIZE);
|
|
}
|
|
|
|
static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
|
|
{
|
|
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(fe, coords, 7, TRUE, COL_LOWLIGHT);
|
|
draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
|
|
}
|
|
|
|
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
|
|
game_state *state, int dir, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int i, 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[6];
|
|
|
|
draw_rect(fe, 0, 0,
|
|
TILE_SIZE * state->w + 2 * BORDER,
|
|
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
|
|
draw_update(fe, 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] = COORD(0) - HIGHLIGHT_WIDTH;
|
|
coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
|
|
draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
|
|
draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
|
|
|
|
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
|
|
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
|
|
draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
|
|
draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
|
|
|
|
/*
|
|
* Arrows for making moves.
|
|
*/
|
|
for (i = 0; i < state->w; i++) {
|
|
draw_arrow(fe, COORD(i), COORD(0), +1, 0);
|
|
draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
|
|
}
|
|
for (i = 0; i < state->h; i++) {
|
|
draw_arrow(fe, COORD(state->w), COORD(i), 0, +1);
|
|
draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
|
|
}
|
|
|
|
ds->started = TRUE;
|
|
}
|
|
|
|
/*
|
|
* Now draw each tile.
|
|
*/
|
|
|
|
clip(fe, 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) {
|
|
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(fe, state, x, y, t, bgcolour);
|
|
if (x2 != -1 || y2 != -1)
|
|
draw_tile(fe, state, x2, y2, t, bgcolour);
|
|
}
|
|
ds->tiles[i] = t0;
|
|
}
|
|
|
|
unclip(fe);
|
|
|
|
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(fe, statusbuf);
|
|
}
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate,
|
|
game_state *newstate, int dir, game_ui *ui)
|
|
{
|
|
if ((dir > 0 && newstate->just_used_solve) ||
|
|
(dir < 0 && oldstate->just_used_solve))
|
|
return 0.0F;
|
|
else
|
|
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_wants_statusbar(void)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static int game_timing_state(game_state *state)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame sixteen
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Sixteen", "games.sixteen",
|
|
default_params,
|
|
game_fetch_preset,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
TRUE, game_configure, custom_params,
|
|
validate_params,
|
|
new_game_desc,
|
|
game_free_aux_info,
|
|
validate_desc,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
TRUE, solve_game,
|
|
TRUE, game_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
make_move,
|
|
game_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
game_wants_statusbar,
|
|
FALSE, game_timing_state,
|
|
};
|