mirror of
git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Files

as seen by the back ends from the one implemented by the front end, and shoved a piece of middleware (drawing.c) in between to permit interchange of multiple kinds of the latter. I've also added a number of functions to the drawing API to permit printing as well as on-screen drawing, and retired print.py in favour of integrated printing done by means of that API. The immediate visible change is that print.py is dead, and each puzzle now does its own printing: where you would previously have typed `print.py solo 2x3', you now type `solo --print 2x3' and it should work in much the same way. Advantages of the new mechanism available right now: - Map is now printable, because the new print function can make use of the output from the existing game ID decoder rather than me having to replicate all those fiddly algorithms in Python. - the new print functions can cope with non-initial game states, which means each puzzle supporting --print also supports --with-solutions. - there's also a --scale option permitting users to adjust the size of the printed puzzles. Advantages which will be available at some point: - the new API should permit me to implement native printing mechanisms on Windows and OS X. [originally from svn r6190]
1064 lines
25 KiB
C
1064 lines
25 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) )
|
|
|
|
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 just_used_solve; /* used to suppress undo animation */
|
|
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(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(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(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(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(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(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(game_params *params, char *desc)
|
|
{
|
|
char *p, *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++) {
|
|
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, game_params *params, char *desc)
|
|
{
|
|
game_state *state = snew(game_state);
|
|
int i;
|
|
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 = state->just_used_solve = FALSE;
|
|
state->last_movement_sense = 0;
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(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->just_used_solve = state->just_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(game_state *state, game_state *currstate,
|
|
char *aux, char **error)
|
|
{
|
|
return dupstr("S");
|
|
}
|
|
|
|
static char *game_text_format(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;
|
|
}
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
}
|
|
|
|
static char *encode_ui(game_ui *ui)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, char *encoding)
|
|
{
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, game_state *oldstate,
|
|
game_state *newstate)
|
|
{
|
|
}
|
|
|
|
struct game_drawstate {
|
|
int started;
|
|
int w, h, bgcolour;
|
|
int *tiles;
|
|
int tilesize;
|
|
};
|
|
|
|
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
|
|
int x, int y, int button)
|
|
{
|
|
int cx, cy, dx, dy;
|
|
char buf[80];
|
|
|
|
button &= ~MOD_MASK;
|
|
if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
|
|
return NULL;
|
|
|
|
cx = FROMCOORD(x);
|
|
cy = FROMCOORD(y);
|
|
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 NULL; /* invalid click location */
|
|
|
|
/* reverse direction if right hand button is pressed */
|
|
if (button == RIGHT_BUTTON) {
|
|
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(game_state *from, 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 = ret->just_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);
|
|
ret->just_used_solve = FALSE; /* zero this in a hurry */
|
|
|
|
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(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, game_state *state, 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 draw_arrow(drawing *dr, game_drawstate *ds,
|
|
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(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
|
|
}
|
|
|
|
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, 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);
|
|
|
|
/*
|
|
* Arrows for making moves.
|
|
*/
|
|
for (i = 0; i < state->w; i++) {
|
|
draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0);
|
|
draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0);
|
|
}
|
|
for (i = 0; i < state->h; i++) {
|
|
draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1);
|
|
draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1);
|
|
}
|
|
|
|
ds->started = TRUE;
|
|
}
|
|
|
|
/*
|
|
* 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) {
|
|
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, bgcolour);
|
|
if (x2 != -1 || y2 != -1)
|
|
draw_tile(dr, ds, state, x2, y2, t, bgcolour);
|
|
}
|
|
ds->tiles[i] = t0;
|
|
}
|
|
|
|
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(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, 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 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,
|
|
validate_desc,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
TRUE, solve_game,
|
|
TRUE, 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,
|
|
FALSE, FALSE, game_print_size, game_print,
|
|
game_wants_statusbar,
|
|
FALSE, game_timing_state,
|
|
0, /* mouse_priorities */
|
|
};
|