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-rw-r--r--apps/plugins/puzzles/sixteen.c1214
1 files changed, 1214 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/sixteen.c b/apps/plugins/puzzles/sixteen.c
new file mode 100644
index 0000000000..1dd1d6b017
--- /dev/null
+++ b/apps/plugins/puzzles/sixteen.c
@@ -0,0 +1,1214 @@
+/*
+ * 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 "rbassert.h"
+#include <ctype.h>
+#include <math.h>
+
+#include "puzzles.h"
+
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
+#define BORDER TILE_SIZE
+#define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
+#define COORD(x) ( (x) * TILE_SIZE + BORDER )
+#define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
+
+#define ANIM_TIME 0.13F
+#define FLASH_FRAME 0.13F
+
+#define X(state, i) ( (i) % (state)->w )
+#define Y(state, i) ( (i) / (state)->w )
+#define C(state, x, y) ( (y) * (state)->w + (x) )
+
+#define TILE_CURSOR(i, state, x, y) ((i) == C((state), (x), (y)) && \
+ 0 <= (x) && (x) < (state)->w && \
+ 0 <= (y) && (y) < (state)->h)
+enum {
+ COL_BACKGROUND,
+ COL_TEXT,
+ COL_HIGHLIGHT,
+ COL_LOWLIGHT,
+ NCOLOURS
+};
+
+struct game_params {
+ int w, h;
+ int movetarget;
+};
+
+struct game_state {
+ int w, h, n;
+ int *tiles;
+ int completed;
+ int used_solve; /* used to suppress completion flash */
+ int movecount, movetarget;
+ int last_movement_sense;
+};
+
+static game_params *default_params(void)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = ret->h = 4;
+ ret->movetarget = 0;
+
+ return ret;
+}
+
+static int game_fetch_preset(int i, char **name, game_params **params)
+{
+ game_params *ret;
+ int w, h;
+ char buf[80];
+
+ switch (i) {
+ case 0: w = 3, h = 3; break;
+ case 1: w = 4, h = 3; break;
+ case 2: w = 4, h = 4; break;
+ case 3: w = 5, h = 4; break;
+ case 4: w = 5, h = 5; break;
+ default: return FALSE;
+ }
+
+ sprintf(buf, "%dx%d", w, h);
+ *name = dupstr(buf);
+ *params = ret = snew(game_params);
+ ret->w = w;
+ ret->h = h;
+ ret->movetarget = 0;
+ return TRUE;
+}
+
+static void free_params(game_params *params)
+{
+ sfree(params);
+}
+
+static game_params *dup_params(const game_params *params)
+{
+ game_params *ret = snew(game_params);
+ *ret = *params; /* structure copy */
+ return ret;
+}
+
+static void decode_params(game_params *ret, char const *string)
+{
+ ret->w = ret->h = atoi(string);
+ ret->movetarget = 0;
+ while (*string && isdigit((unsigned char)*string)) string++;
+ if (*string == 'x') {
+ string++;
+ ret->h = atoi(string);
+ while (*string && isdigit((unsigned char)*string))
+ string++;
+ }
+ if (*string == 'm') {
+ string++;
+ ret->movetarget = atoi(string);
+ while (*string && isdigit((unsigned char)*string))
+ string++;
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char data[256];
+
+ sprintf(data, "%dx%d", params->w, params->h);
+ /* Shuffle limit is part of the limited parameters, because we have to
+ * supply the target move count. */
+ if (params->movetarget)
+ sprintf(data + strlen(data), "m%d", params->movetarget);
+
+ return dupstr(data);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(4, config_item);
+
+ ret[0].name = "Width";
+ ret[0].type = C_STRING;
+ sprintf(buf, "%d", params->w);
+ ret[0].sval = dupstr(buf);
+ ret[0].ival = 0;
+
+ ret[1].name = "Height";
+ ret[1].type = C_STRING;
+ sprintf(buf, "%d", params->h);
+ ret[1].sval = dupstr(buf);
+ ret[1].ival = 0;
+
+ ret[2].name = "Number of shuffling moves";
+ ret[2].type = C_STRING;
+ sprintf(buf, "%d", params->movetarget);
+ ret[2].sval = dupstr(buf);
+ ret[2].ival = 0;
+
+ ret[3].name = NULL;
+ ret[3].type = C_END;
+ ret[3].sval = NULL;
+ ret[3].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(const config_item *cfg)
+{
+ game_params *ret = snew(game_params);
+
+ ret->w = atoi(cfg[0].sval);
+ ret->h = atoi(cfg[1].sval);
+ ret->movetarget = atoi(cfg[2].sval);
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 2 || params->h < 2)
+ return "Width and height must both be at least two";
+
+ return NULL;
+}
+
+static int perm_parity(int *perm, int n)
+{
+ int i, j, ret;
+
+ ret = 0;
+
+ for (i = 0; i < n-1; i++)
+ for (j = i+1; j < n; j++)
+ if (perm[i] > perm[j])
+ ret = !ret;
+
+ return ret;
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ int stop, n, i, x;
+ int x1, x2, p1, p2;
+ int *tiles, *used;
+ char *ret;
+ int retlen;
+
+ n = params->w * params->h;
+
+ tiles = snewn(n, int);
+
+ if (params->movetarget) {
+ int prevoffset = -1;
+ int max = (params->w > params->h ? params->w : params->h);
+ int *prevmoves = snewn(max, int);
+
+ /*
+ * Shuffle the old-fashioned way, by making a series of
+ * single moves on the grid.
+ */
+
+ for (i = 0; i < n; i++)
+ tiles[i] = i;
+
+ for (i = 0; i < params->movetarget; i++) {
+ int start, offset, len, direction, index;
+ int j, tmp;
+
+ /*
+ * Choose a move to make. We can choose from any row
+ * or any column.
+ */
+ while (1) {
+ j = random_upto(rs, params->w + params->h);
+
+ if (j < params->w) {
+ /* Column. */
+ index = j;
+ start = j;
+ offset = params->w;
+ len = params->h;
+ } else {
+ /* Row. */
+ index = j - params->w;
+ start = index * params->w;
+ offset = 1;
+ len = params->w;
+ }
+
+ direction = -1 + 2 * random_upto(rs, 2);
+
+ /*
+ * To at least _try_ to avoid boring cases, check
+ * that this move doesn't directly undo a previous
+ * one, or repeat it so many times as to turn it
+ * into fewer moves in the opposite direction. (For
+ * example, in a row of length 4, we're allowed to
+ * move it the same way twice, but not three
+ * times.)
+ *
+ * We track this for each individual row/column,
+ * and clear all the counters as soon as a
+ * perpendicular move is made. This isn't perfect
+ * (it _can't_ guaranteeably be perfect - there
+ * will always come a move count beyond which a
+ * shorter solution will be possible than the one
+ * which constructed the position) but it should
+ * sort out all the obvious cases.
+ */
+ if (offset == prevoffset) {
+ tmp = prevmoves[index] + direction;
+ if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
+ continue;
+ }
+
+ /* If we didn't `continue', we've found an OK move to make. */
+ if (offset != prevoffset) {
+ int i;
+ for (i = 0; i < max; i++)
+ prevmoves[i] = 0;
+ prevoffset = offset;
+ }
+ prevmoves[index] += direction;
+ break;
+ }
+
+ /*
+ * Make the move.
+ */
+ if (direction < 0) {
+ start += (len-1) * offset;
+ offset = -offset;
+ }
+ tmp = tiles[start];
+ for (j = 0; j+1 < len; j++)
+ tiles[start + j*offset] = tiles[start + (j+1)*offset];
+ tiles[start + (len-1) * offset] = tmp;
+ }
+
+ sfree(prevmoves);
+
+ } else {
+
+ used = snewn(n, int);
+
+ for (i = 0; i < n; i++) {
+ tiles[i] = -1;
+ used[i] = FALSE;
+ }
+
+ /*
+ * If both dimensions are odd, there is a parity
+ * constraint.
+ */
+ if (params->w & params->h & 1)
+ stop = 2;
+ else
+ stop = 0;
+
+ /*
+ * Place everything except (possibly) the last two tiles.
+ */
+ for (x = 0, i = n; i > stop; i--) {
+ int k = i > 1 ? random_upto(rs, i) : 0;
+ int j;
+
+ for (j = 0; j < n; j++)
+ if (!used[j] && (k-- == 0))
+ break;
+
+ assert(j < n && !used[j]);
+ used[j] = TRUE;
+
+ while (tiles[x] >= 0)
+ x++;
+ assert(x < n);
+ tiles[x] = j;
+ }
+
+ if (stop) {
+ /*
+ * Find the last two locations, and the last two
+ * pieces.
+ */
+ while (tiles[x] >= 0)
+ x++;
+ assert(x < n);
+ x1 = x;
+ x++;
+ while (tiles[x] >= 0)
+ x++;
+ assert(x < n);
+ x2 = x;
+
+ for (i = 0; i < n; i++)
+ if (!used[i])
+ break;
+ p1 = i;
+ for (i = p1+1; i < n; i++)
+ if (!used[i])
+ break;
+ p2 = i;
+
+ /*
+ * Try the last two tiles one way round. If that fails,
+ * swap them.
+ */
+ tiles[x1] = p1;
+ tiles[x2] = p2;
+ if (perm_parity(tiles, n) != 0) {
+ tiles[x1] = p2;
+ tiles[x2] = p1;
+ assert(perm_parity(tiles, n) == 0);
+ }
+ }
+
+ sfree(used);
+ }
+
+ /*
+ * Now construct the game description, by describing the tile
+ * array as a simple sequence of comma-separated integers.
+ */
+ ret = NULL;
+ retlen = 0;
+ for (i = 0; i < n; i++) {
+ char buf[80];
+ int k;
+
+ k = sprintf(buf, "%d,", tiles[i]+1);
+
+ ret = sresize(ret, retlen + k + 1, char);
+ strcpy(ret + retlen, buf);
+ retlen += k;
+ }
+ ret[retlen-1] = '\0'; /* delete last comma */
+
+ sfree(tiles);
+
+ return ret;
+}
+
+
+static char *validate_desc(const game_params *params, const char *desc)
+{
+ const char *p;
+ char *err;
+ int i, area;
+ int *used;
+
+ area = params->w * params->h;
+ p = desc;
+ err = NULL;
+
+ used = snewn(area, int);
+ for (i = 0; i < area; i++)
+ used[i] = FALSE;
+
+ for (i = 0; i < area; i++) {
+ const char *q = p;
+ int n;
+
+ if (*p < '0' || *p > '9') {
+ err = "Not enough numbers in string";
+ goto leave;
+ }
+ while (*p >= '0' && *p <= '9')
+ p++;
+ if (i < area-1 && *p != ',') {
+ err = "Expected comma after number";
+ goto leave;
+ }
+ else if (i == area-1 && *p) {
+ err = "Excess junk at end of string";
+ goto leave;
+ }
+ n = atoi(q);
+ if (n < 1 || n > area) {
+ err = "Number out of range";
+ goto leave;
+ }
+ if (used[n-1]) {
+ err = "Number used twice";
+ goto leave;
+ }
+ used[n-1] = TRUE;
+
+ if (*p) p++; /* eat comma */
+ }
+
+ leave:
+ sfree(used);
+ return err;
+}
+
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
+{
+ game_state *state = snew(game_state);
+ int i;
+ const char *p;
+
+ state->w = params->w;
+ state->h = params->h;
+ state->n = params->w * params->h;
+ state->tiles = snewn(state->n, int);
+
+ p = desc;
+ i = 0;
+ for (i = 0; i < state->n; i++) {
+ assert(*p);
+ state->tiles[i] = atoi(p);
+ while (*p && *p != ',')
+ p++;
+ if (*p) p++; /* eat comma */
+ }
+ assert(!*p);
+
+ state->completed = state->movecount = 0;
+ state->movetarget = params->movetarget;
+ state->used_solve = FALSE;
+ state->last_movement_sense = 0;
+
+ return state;
+}
+
+static game_state *dup_game(const game_state *state)
+{
+ game_state *ret = snew(game_state);
+
+ ret->w = state->w;
+ ret->h = state->h;
+ ret->n = state->n;
+ ret->tiles = snewn(state->w * state->h, int);
+ memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
+ ret->completed = state->completed;
+ ret->movecount = state->movecount;
+ ret->movetarget = state->movetarget;
+ ret->used_solve = state->used_solve;
+ ret->last_movement_sense = state->last_movement_sense;
+
+ return ret;
+}
+
+static void free_game(game_state *state)
+{
+ sfree(state->tiles);
+ sfree(state);
+}
+
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ return dupstr("S");
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
+{
+ char *ret, *p, buf[80];
+ int x, y, col, maxlen;
+
+ /*
+ * First work out how many characters we need to display each
+ * number.
+ */
+ col = sprintf(buf, "%d", state->n);
+
+ /*
+ * Now we know the exact total size of the grid we're going to
+ * produce: it's got h rows, each containing w lots of col, w-1
+ * spaces and a trailing newline.
+ */
+ maxlen = state->h * state->w * (col+1);
+
+ ret = snewn(maxlen+1, char);
+ p = ret;
+
+ for (y = 0; y < state->h; y++) {
+ for (x = 0; x < state->w; x++) {
+ int v = state->tiles[state->w*y+x];
+ sprintf(buf, "%*d", col, v);
+ memcpy(p, buf, col);
+ p += col;
+ if (x+1 == state->w)
+ *p++ = '\n';
+ else
+ *p++ = ' ';
+ }
+ }
+
+ assert(p - ret == maxlen);
+ *p = '\0';
+ return ret;
+}
+
+enum cursor_mode { unlocked, lock_tile, lock_position };
+
+struct game_ui {
+ int cur_x, cur_y;
+ int cur_visible;
+ enum cursor_mode cur_mode;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = 0;
+ ui->cur_y = 0;
+ ui->cur_visible = FALSE;
+ ui->cur_mode = unlocked;
+
+ return ui;
+}
+
+static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
+{
+}
+
+struct game_drawstate {
+ int started;
+ int w, h, bgcolour;
+ int *tiles;
+ int tilesize;
+ int cur_x, cur_y;
+};
+
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
+{
+ int cx = -1, cy = -1, dx, dy;
+ char buf[80];
+ int shift = button & MOD_SHFT, control = button & MOD_CTRL,
+ pad = button & MOD_NUM_KEYPAD;
+
+ button &= ~MOD_MASK;
+
+ if (IS_CURSOR_MOVE(button) || pad) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+
+ if (control || shift || ui->cur_mode) {
+ int x = ui->cur_x, y = ui->cur_y, xwrap = x, ywrap = y;
+ if (x < 0 || x >= state->w || y < 0 || y >= state->h)
+ return NULL;
+ move_cursor(button | pad, &x, &y,
+ state->w, state->h, FALSE);
+ move_cursor(button | pad, &xwrap, &ywrap,
+ state->w, state->h, TRUE);
+
+ if (x != xwrap) {
+ sprintf(buf, "R%d,%c1", y, x ? '+' : '-');
+ } else if (y != ywrap) {
+ sprintf(buf, "C%d,%c1", x, y ? '+' : '-');
+ } else if (x == ui->cur_x)
+ sprintf(buf, "C%d,%d", x, y - ui->cur_y);
+ else
+ sprintf(buf, "R%d,%d", y, x - ui->cur_x);
+
+ if (control || (!shift && ui->cur_mode == lock_tile)) {
+ ui->cur_x = xwrap;
+ ui->cur_y = ywrap;
+ }
+
+ return dupstr(buf);
+ } else {
+ int x = ui->cur_x + 1, y = ui->cur_y + 1;
+
+ move_cursor(button | pad, &x, &y,
+ state->w + 2, state->h + 2, FALSE);
+
+ if (x == 0 && y == 0) {
+ int t = ui->cur_x;
+ ui->cur_x = ui->cur_y;
+ ui->cur_y = t;
+ } else if (x == 0 && y == state->h + 1) {
+ int t = ui->cur_x;
+ ui->cur_x = (state->h - 1) - ui->cur_y;
+ ui->cur_y = (state->h - 1) - t;
+ } else if (x == state->w + 1 && y == 0) {
+ int t = ui->cur_x;
+ ui->cur_x = (state->w - 1) - ui->cur_y;
+ ui->cur_y = (state->w - 1) - t;
+ } else if (x == state->w + 1 && y == state->h + 1) {
+ int t = ui->cur_x;
+ ui->cur_x = state->w - state->h + ui->cur_y;
+ ui->cur_y = state->h - state->w + t;
+ } else {
+ ui->cur_x = x - 1;
+ ui->cur_y = y - 1;
+ }
+
+ ui->cur_visible = 1;
+ return "";
+ }
+ }
+
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ cx = FROMCOORD(x);
+ cy = FROMCOORD(y);
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ if (ui->cur_x == -1 || ui->cur_x == state->w ||
+ ui->cur_y == -1 || ui->cur_y == state->h) {
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ } else {
+ const enum cursor_mode m = (button == CURSOR_SELECT2 ?
+ lock_position : lock_tile);
+ ui->cur_mode = (ui->cur_mode == m ? unlocked : m);
+ return "";
+ }
+ } else {
+ ui->cur_visible = 1;
+ return "";
+ }
+ } else {
+ return NULL;
+ }
+
+ if (cx == -1 && cy >= 0 && cy < state->h)
+ dx = -1, dy = 0;
+ else if (cx == state->w && cy >= 0 && cy < state->h)
+ dx = +1, dy = 0;
+ else if (cy == -1 && cx >= 0 && cx < state->w)
+ dy = -1, dx = 0;
+ else if (cy == state->h && cx >= 0 && cx < state->w)
+ dy = +1, dx = 0;
+ else
+ return ""; /* invalid click location */
+
+ /* reverse direction if right hand button is pressed */
+ if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) {
+ dx = -dx;
+ dy = -dy;
+ }
+
+ if (dx)
+ sprintf(buf, "R%d,%d", cy, dx);
+ else
+ sprintf(buf, "C%d,%d", cx, dy);
+ return dupstr(buf);
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ int cx, cy, dx, dy;
+ int tx, ty, n;
+ game_state *ret;
+
+ if (!strcmp(move, "S")) {
+ int i;
+
+ ret = dup_game(from);
+
+ /*
+ * Simply replace the grid with a solved one. For this game,
+ * this isn't a useful operation for actually telling the user
+ * what they should have done, but it is useful for
+ * conveniently being able to get hold of a clean state from
+ * which to practise manoeuvres.
+ */
+ for (i = 0; i < ret->n; i++)
+ ret->tiles[i] = i+1;
+ ret->used_solve = TRUE;
+ ret->completed = ret->movecount = 1;
+
+ return ret;
+ }
+
+ if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 &&
+ cy >= 0 && cy < from->h) {
+ cx = dy = 0;
+ n = from->w;
+ } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 &&
+ cx >= 0 && cx < from->w) {
+ cy = dx = 0;
+ n = from->h;
+ } else
+ return NULL;
+
+ ret = dup_game(from);
+
+ do {
+ tx = (cx - dx + from->w) % from->w;
+ ty = (cy - dy + from->h) % from->h;
+ ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
+ cx = tx;
+ cy = ty;
+ } while (--n > 0);
+
+ ret->movecount++;
+
+ ret->last_movement_sense = dx+dy;
+
+ /*
+ * See if the game has been completed.
+ */
+ if (!ret->completed) {
+ ret->completed = ret->movecount;
+ for (n = 0; n < ret->n; n++)
+ if (ret->tiles[n] != n+1)
+ ret->completed = FALSE;
+ }
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
+{
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
+
+ *x = TILE_SIZE * params->w + 2 * BORDER;
+ *y = TILE_SIZE * params->h + 2 * BORDER;
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
+{
+ float *ret = snewn(3 * NCOLOURS, float);
+ int i;
+
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
+
+ for (i = 0; i < 3; i++)
+ ret[COL_TEXT * 3 + i] = 0.0;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
+{
+ struct game_drawstate *ds = snew(struct game_drawstate);
+ int i;
+
+ ds->started = FALSE;
+ ds->w = state->w;
+ ds->h = state->h;
+ ds->bgcolour = COL_BACKGROUND;
+ ds->tiles = snewn(ds->w*ds->h, int);
+ ds->tilesize = 0; /* haven't decided yet */
+ for (i = 0; i < ds->w*ds->h; i++)
+ ds->tiles[i] = -1;
+ ds->cur_x = ds->cur_y = -1;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
+{
+ sfree(ds->tiles);
+ sfree(ds);
+}
+
+static void draw_tile(drawing *dr, game_drawstate *ds,
+ const game_state *state, int x, int y,
+ int tile, int flash_colour)
+{
+ if (tile == 0) {
+ draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
+ flash_colour);
+ } else {
+ int coords[6];
+ char str[40];
+
+ coords[0] = x + TILE_SIZE - 1;
+ coords[1] = y + TILE_SIZE - 1;
+ coords[2] = x + TILE_SIZE - 1;
+ coords[3] = y;
+ coords[4] = x;
+ coords[5] = y + TILE_SIZE - 1;
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
+
+ coords[0] = x;
+ coords[1] = y;
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+
+ draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
+ flash_colour);
+
+ sprintf(str, "%d", tile);
+ draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
+ FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
+ COL_TEXT, str);
+ }
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
+}
+
+static void draw_arrow(drawing *dr, game_drawstate *ds,
+ int x, int y, int xdx, int xdy, int cur)
+{
+ int coords[14];
+ int ydy = -xdx, ydx = xdy;
+
+#define POINT(n, xx, yy) ( \
+ coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
+ coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
+
+ POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
+ POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
+ POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
+ POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
+ POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
+ POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
+ POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
+
+ draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT);
+}
+
+static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
+ int cur_x, int cur_y, int cur)
+{
+ if (cur_x == -1 && cur_y == -1)
+ return; /* 'no cursur here */
+ else if (cur_x == -1) /* LH column. */
+ draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur);
+ else if (cur_x == ds->w) /* RH column */
+ draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur);
+ else if (cur_y == -1) /* Top row */
+ draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur);
+ else if (cur_y == ds->h) /* Bottom row */
+ draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur);
+ else
+ return;
+
+ draw_update(dr, COORD(cur_x), COORD(cur_y),
+ TILE_SIZE, TILE_SIZE);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
+{
+ int i, bgcolour;
+ int cur_x = -1, cur_y = -1;
+
+ if (flashtime > 0) {
+ int frame = (int)(flashtime / FLASH_FRAME);
+ bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
+ } else
+ bgcolour = COL_BACKGROUND;
+
+ if (!ds->started) {
+ int coords[10];
+
+ draw_rect(dr, 0, 0,
+ TILE_SIZE * state->w + 2 * BORDER,
+ TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
+ draw_update(dr, 0, 0,
+ TILE_SIZE * state->w + 2 * BORDER,
+ TILE_SIZE * state->h + 2 * BORDER);
+
+ /*
+ * Recessed area containing the whole puzzle.
+ */
+ coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
+ coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+ coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
+ coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[4] = coords[2] - TILE_SIZE;
+ coords[5] = coords[3] + TILE_SIZE;
+ coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
+ coords[6] = coords[8] + TILE_SIZE;
+ coords[7] = coords[9] - TILE_SIZE;
+ draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
+
+ coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
+
+ /*
+ * Arrows for making moves.
+ */
+ for (i = 0; i < state->w; i++) {
+ draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0);
+ draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0);
+ }
+ for (i = 0; i < state->h; i++) {
+ draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0);
+ draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0);
+ }
+
+ ds->started = TRUE;
+ }
+ /*
+ * Cursor (highlighted arrow around edge)
+ */
+ if (ui->cur_visible) {
+ cur_x = ui->cur_x; cur_y = ui->cur_y;
+ }
+
+ if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
+ /* Cursor has changed; redraw two (prev and curr) arrows. */
+ draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
+ draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
+ }
+
+ /*
+ * Now draw each tile.
+ */
+
+ clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
+
+ for (i = 0; i < state->n; i++) {
+ int t, t0;
+ /*
+ * Figure out what should be displayed at this
+ * location. It's either a simple tile, or it's a
+ * transition between two tiles (in which case we say
+ * -1 because it must always be drawn).
+ */
+
+ if (oldstate && oldstate->tiles[i] != state->tiles[i])
+ t = -1;
+ else
+ t = state->tiles[i];
+
+ t0 = t;
+
+ if (ds->bgcolour != bgcolour || /* always redraw when flashing */
+ ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1 ||
+ ((ds->cur_x != cur_x || ds->cur_y != cur_y) && /* cursor moved */
+ (TILE_CURSOR(i, state, ds->cur_x, ds->cur_y) ||
+ TILE_CURSOR(i, state, cur_x, cur_y)))) {
+ int x, y, x2, y2;
+
+ /*
+ * Figure out what to _actually_ draw, and where to
+ * draw it.
+ */
+ if (t == -1) {
+ int x0, y0, x1, y1, dx, dy;
+ int j;
+ float c;
+ int sense;
+
+ if (dir < 0) {
+ assert(oldstate);
+ sense = -oldstate->last_movement_sense;
+ } else {
+ sense = state->last_movement_sense;
+ }
+
+ t = state->tiles[i];
+
+ /*
+ * FIXME: must be prepared to draw a double
+ * tile in some situations.
+ */
+
+ /*
+ * Find the coordinates of this tile in the old and
+ * new states.
+ */
+ x1 = COORD(X(state, i));
+ y1 = COORD(Y(state, i));
+ for (j = 0; j < oldstate->n; j++)
+ if (oldstate->tiles[j] == state->tiles[i])
+ break;
+ assert(j < oldstate->n);
+ x0 = COORD(X(state, j));
+ y0 = COORD(Y(state, j));
+
+ dx = (x1 - x0);
+ if (dx != 0 &&
+ dx != TILE_SIZE * sense) {
+ dx = (dx < 0 ? dx + TILE_SIZE * state->w :
+ dx - TILE_SIZE * state->w);
+ assert(abs(dx) == TILE_SIZE);
+ }
+ dy = (y1 - y0);
+ if (dy != 0 &&
+ dy != TILE_SIZE * sense) {
+ dy = (dy < 0 ? dy + TILE_SIZE * state->h :
+ dy - TILE_SIZE * state->h);
+ assert(abs(dy) == TILE_SIZE);
+ }
+
+ c = (animtime / ANIM_TIME);
+ if (c < 0.0F) c = 0.0F;
+ if (c > 1.0F) c = 1.0F;
+
+ x = x0 + (int)(c * dx);
+ y = y0 + (int)(c * dy);
+ x2 = x1 - dx + (int)(c * dx);
+ y2 = y1 - dy + (int)(c * dy);
+ } else {
+ x = COORD(X(state, i));
+ y = COORD(Y(state, i));
+ x2 = y2 = -1;
+ }
+
+ draw_tile(dr, ds, state, x, y, t,
+ (x2 == -1 && TILE_CURSOR(i, state, cur_x, cur_y)) ?
+ COL_LOWLIGHT : bgcolour);
+
+ if (x2 != -1 || y2 != -1)
+ draw_tile(dr, ds, state, x2, y2, t, bgcolour);
+ }
+ ds->tiles[i] = t0;
+ }
+
+ ds->cur_x = cur_x;
+ ds->cur_y = cur_y;
+
+ unclip(dr);
+
+ ds->bgcolour = bgcolour;
+
+ /*
+ * Update the status bar.
+ */
+ {
+ char statusbuf[256];
+
+ /*
+ * Don't show the new status until we're also showing the
+ * new _state_ - after the game animation is complete.
+ */
+ if (oldstate)
+ state = oldstate;
+
+ if (state->used_solve)
+ sprintf(statusbuf, "Moves since auto-solve: %d",
+ state->movecount - state->completed);
+ else {
+ sprintf(statusbuf, "%sMoves: %d",
+ (state->completed ? "COMPLETED! " : ""),
+ (state->completed ? state->completed : state->movecount));
+ if (state->movetarget)
+ sprintf(statusbuf+strlen(statusbuf), " (target %d)",
+ state->movetarget);
+ }
+
+ status_bar(dr, statusbuf);
+ }
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return ANIM_TIME;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ if (!oldstate->completed && newstate->completed &&
+ !oldstate->used_solve && !newstate->used_solve)
+ return 2 * FLASH_FRAME;
+ else
+ return 0.0F;
+}
+
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
+#ifdef COMBINED
+#define thegame sixteen
+#endif
+
+const struct game thegame = {
+ "Sixteen", "games.sixteen", "sixteen",
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ TRUE, game_configure, custom_params,
+ validate_params,
+ new_game_desc,
+ validate_desc,
+ new_game,
+ dup_game,
+ free_game,
+ TRUE, solve_game,
+ TRUE, game_can_format_as_text_now, game_text_format,
+ new_ui,
+ free_ui,
+ encode_ui,
+ decode_ui,
+ game_changed_state,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};
+
+/* vim: set shiftwidth=4 tabstop=8: */