From 881746789a489fad85aae8317555f73dbe261556 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sat, 29 Apr 2017 18:21:56 -0400 Subject: puzzles: refactor and resync with upstream This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804 --- apps/plugins/puzzles/src/sixteen.c | 1214 ++++++++++++++++++++++++++++++++++++ 1 file changed, 1214 insertions(+) create mode 100644 apps/plugins/puzzles/src/sixteen.c (limited to 'apps/plugins/puzzles/src/sixteen.c') diff --git a/apps/plugins/puzzles/src/sixteen.c b/apps/plugins/puzzles/src/sixteen.c new file mode 100644 index 0000000000..edc9771867 --- /dev/null +++ b/apps/plugins/puzzles/src/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 +#include +#include +#include +#include +#include + +#include "puzzles.h" + +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) +#define BORDER TILE_SIZE +#define HIGHLIGHT_WIDTH (TILE_SIZE / 20) +#define COORD(x) ( (x) * TILE_SIZE + BORDER ) +#define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) + +#define ANIM_TIME 0.13F +#define FLASH_FRAME 0.13F + +#define X(state, i) ( (i) % (state)->w ) +#define Y(state, i) ( (i) / (state)->w ) +#define C(state, x, y) ( (y) * (state)->w + (x) ) + +#define TILE_CURSOR(i, state, x, y) ((i) == C((state), (x), (y)) && \ + 0 <= (x) && (x) < (state)->w && \ + 0 <= (y) && (y) < (state)->h) +enum { + COL_BACKGROUND, + COL_TEXT, + COL_HIGHLIGHT, + COL_LOWLIGHT, + NCOLOURS +}; + +struct game_params { + int w, h; + int movetarget; +}; + +struct game_state { + int w, h, n; + int *tiles; + int completed; + int used_solve; /* used to suppress completion flash */ + int movecount, movetarget; + int last_movement_sense; +}; + +static game_params *default_params(void) +{ + game_params *ret = snew(game_params); + + ret->w = ret->h = 4; + ret->movetarget = 0; + + return ret; +} + +static int game_fetch_preset(int i, char **name, game_params **params) +{ + game_params *ret; + int w, h; + char buf[80]; + + switch (i) { + case 0: w = 3, h = 3; break; + case 1: w = 4, h = 3; break; + case 2: w = 4, h = 4; break; + case 3: w = 5, h = 4; break; + case 4: w = 5, h = 5; break; + default: return FALSE; + } + + sprintf(buf, "%dx%d", w, h); + *name = dupstr(buf); + *params = ret = snew(game_params); + ret->w = w; + ret->h = h; + ret->movetarget = 0; + return TRUE; +} + +static void free_params(game_params *params) +{ + sfree(params); +} + +static game_params *dup_params(const game_params *params) +{ + game_params *ret = snew(game_params); + *ret = *params; /* structure copy */ + return ret; +} + +static void decode_params(game_params *ret, char const *string) +{ + ret->w = ret->h = atoi(string); + ret->movetarget = 0; + while (*string && isdigit((unsigned char)*string)) string++; + if (*string == 'x') { + string++; + ret->h = atoi(string); + while (*string && isdigit((unsigned char)*string)) + string++; + } + if (*string == 'm') { + string++; + ret->movetarget = atoi(string); + while (*string && isdigit((unsigned char)*string)) + string++; + } +} + +static char *encode_params(const game_params *params, int full) +{ + char data[256]; + + sprintf(data, "%dx%d", params->w, params->h); + /* Shuffle limit is part of the limited parameters, because we have to + * supply the target move count. */ + if (params->movetarget) + sprintf(data + strlen(data), "m%d", params->movetarget); + + return dupstr(data); +} + +static config_item *game_configure(const game_params *params) +{ + config_item *ret; + char buf[80]; + + ret = snewn(4, config_item); + + ret[0].name = "Width"; + ret[0].type = C_STRING; + sprintf(buf, "%d", params->w); + ret[0].sval = dupstr(buf); + ret[0].ival = 0; + + ret[1].name = "Height"; + ret[1].type = C_STRING; + sprintf(buf, "%d", params->h); + ret[1].sval = dupstr(buf); + ret[1].ival = 0; + + ret[2].name = "Number of shuffling moves"; + ret[2].type = C_STRING; + sprintf(buf, "%d", params->movetarget); + ret[2].sval = dupstr(buf); + ret[2].ival = 0; + + ret[3].name = NULL; + ret[3].type = C_END; + ret[3].sval = NULL; + ret[3].ival = 0; + + return ret; +} + +static game_params *custom_params(const config_item *cfg) +{ + game_params *ret = snew(game_params); + + ret->w = atoi(cfg[0].sval); + ret->h = atoi(cfg[1].sval); + ret->movetarget = atoi(cfg[2].sval); + + return ret; +} + +static char *validate_params(const game_params *params, int full) +{ + if (params->w < 2 || params->h < 2) + return "Width and height must both be at least two"; + + return NULL; +} + +static int perm_parity(int *perm, int n) +{ + int i, j, ret; + + ret = 0; + + for (i = 0; i < n-1; i++) + for (j = i+1; j < n; j++) + if (perm[i] > perm[j]) + ret = !ret; + + return ret; +} + +static char *new_game_desc(const game_params *params, random_state *rs, + char **aux, int interactive) +{ + int stop, n, i, x; + int x1, x2, p1, p2; + int *tiles, *used; + char *ret; + int retlen; + + n = params->w * params->h; + + tiles = snewn(n, int); + + if (params->movetarget) { + int prevoffset = -1; + int max = (params->w > params->h ? params->w : params->h); + int *prevmoves = snewn(max, int); + + /* + * Shuffle the old-fashioned way, by making a series of + * single moves on the grid. + */ + + for (i = 0; i < n; i++) + tiles[i] = i; + + for (i = 0; i < params->movetarget; i++) { + int start, offset, len, direction, index; + int j, tmp; + + /* + * Choose a move to make. We can choose from any row + * or any column. + */ + while (1) { + j = random_upto(rs, params->w + params->h); + + if (j < params->w) { + /* Column. */ + index = j; + start = j; + offset = params->w; + len = params->h; + } else { + /* Row. */ + index = j - params->w; + start = index * params->w; + offset = 1; + len = params->w; + } + + direction = -1 + 2 * random_upto(rs, 2); + + /* + * To at least _try_ to avoid boring cases, check + * that this move doesn't directly undo a previous + * one, or repeat it so many times as to turn it + * into fewer moves in the opposite direction. (For + * example, in a row of length 4, we're allowed to + * move it the same way twice, but not three + * times.) + * + * We track this for each individual row/column, + * and clear all the counters as soon as a + * perpendicular move is made. This isn't perfect + * (it _can't_ guaranteeably be perfect - there + * will always come a move count beyond which a + * shorter solution will be possible than the one + * which constructed the position) but it should + * sort out all the obvious cases. + */ + if (offset == prevoffset) { + tmp = prevmoves[index] + direction; + if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index])) + continue; + } + + /* If we didn't `continue', we've found an OK move to make. */ + if (offset != prevoffset) { + int i; + for (i = 0; i < max; i++) + prevmoves[i] = 0; + prevoffset = offset; + } + prevmoves[index] += direction; + break; + } + + /* + * Make the move. + */ + if (direction < 0) { + start += (len-1) * offset; + offset = -offset; + } + tmp = tiles[start]; + for (j = 0; j+1 < len; j++) + tiles[start + j*offset] = tiles[start + (j+1)*offset]; + tiles[start + (len-1) * offset] = tmp; + } + + sfree(prevmoves); + + } else { + + used = snewn(n, int); + + for (i = 0; i < n; i++) { + tiles[i] = -1; + used[i] = FALSE; + } + + /* + * If both dimensions are odd, there is a parity + * constraint. + */ + if (params->w & params->h & 1) + stop = 2; + else + stop = 0; + + /* + * Place everything except (possibly) the last two tiles. + */ + for (x = 0, i = n; i > stop; i--) { + int k = i > 1 ? random_upto(rs, i) : 0; + int j; + + for (j = 0; j < n; j++) + if (!used[j] && (k-- == 0)) + break; + + assert(j < n && !used[j]); + used[j] = TRUE; + + while (tiles[x] >= 0) + x++; + assert(x < n); + tiles[x] = j; + } + + if (stop) { + /* + * Find the last two locations, and the last two + * pieces. + */ + while (tiles[x] >= 0) + x++; + assert(x < n); + x1 = x; + x++; + while (tiles[x] >= 0) + x++; + assert(x < n); + x2 = x; + + for (i = 0; i < n; i++) + if (!used[i]) + break; + p1 = i; + for (i = p1+1; i < n; i++) + if (!used[i]) + break; + p2 = i; + + /* + * Try the last two tiles one way round. If that fails, + * swap them. + */ + tiles[x1] = p1; + tiles[x2] = p2; + if (perm_parity(tiles, n) != 0) { + tiles[x1] = p2; + tiles[x2] = p1; + assert(perm_parity(tiles, n) == 0); + } + } + + sfree(used); + } + + /* + * Now construct the game description, by describing the tile + * array as a simple sequence of comma-separated integers. + */ + ret = NULL; + retlen = 0; + for (i = 0; i < n; i++) { + char buf[80]; + int k; + + k = sprintf(buf, "%d,", tiles[i]+1); + + ret = sresize(ret, retlen + k + 1, char); + strcpy(ret + retlen, buf); + retlen += k; + } + ret[retlen-1] = '\0'; /* delete last comma */ + + sfree(tiles); + + return ret; +} + + +static char *validate_desc(const game_params *params, const char *desc) +{ + const char *p; + char *err; + int i, area; + int *used; + + area = params->w * params->h; + p = desc; + err = NULL; + + used = snewn(area, int); + for (i = 0; i < area; i++) + used[i] = FALSE; + + for (i = 0; i < area; i++) { + const char *q = p; + int n; + + if (*p < '0' || *p > '9') { + err = "Not enough numbers in string"; + goto leave; + } + while (*p >= '0' && *p <= '9') + p++; + if (i < area-1 && *p != ',') { + err = "Expected comma after number"; + goto leave; + } + else if (i == area-1 && *p) { + err = "Excess junk at end of string"; + goto leave; + } + n = atoi(q); + if (n < 1 || n > area) { + err = "Number out of range"; + goto leave; + } + if (used[n-1]) { + err = "Number used twice"; + goto leave; + } + used[n-1] = TRUE; + + if (*p) p++; /* eat comma */ + } + + leave: + sfree(used); + return err; +} + +static game_state *new_game(midend *me, const game_params *params, + const char *desc) +{ + game_state *state = snew(game_state); + int i; + const char *p; + + state->w = params->w; + state->h = params->h; + state->n = params->w * params->h; + state->tiles = snewn(state->n, int); + + p = desc; + i = 0; + for (i = 0; i < state->n; i++) { + assert(*p); + state->tiles[i] = atoi(p); + while (*p && *p != ',') + p++; + if (*p) p++; /* eat comma */ + } + assert(!*p); + + state->completed = state->movecount = 0; + state->movetarget = params->movetarget; + state->used_solve = FALSE; + state->last_movement_sense = 0; + + return state; +} + +static game_state *dup_game(const game_state *state) +{ + game_state *ret = snew(game_state); + + ret->w = state->w; + ret->h = state->h; + ret->n = state->n; + ret->tiles = snewn(state->w * state->h, int); + memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); + ret->completed = state->completed; + ret->movecount = state->movecount; + ret->movetarget = state->movetarget; + ret->used_solve = state->used_solve; + ret->last_movement_sense = state->last_movement_sense; + + return ret; +} + +static void free_game(game_state *state) +{ + sfree(state->tiles); + sfree(state); +} + +static char *solve_game(const game_state *state, const game_state *currstate, + const char *aux, char **error) +{ + return dupstr("S"); +} + +static int game_can_format_as_text_now(const game_params *params) +{ + return TRUE; +} + +static char *game_text_format(const game_state *state) +{ + char *ret, *p, buf[80]; + int x, y, col, maxlen; + + /* + * First work out how many characters we need to display each + * number. + */ + col = sprintf(buf, "%d", state->n); + + /* + * Now we know the exact total size of the grid we're going to + * produce: it's got h rows, each containing w lots of col, w-1 + * spaces and a trailing newline. + */ + maxlen = state->h * state->w * (col+1); + + ret = snewn(maxlen+1, char); + p = ret; + + for (y = 0; y < state->h; y++) { + for (x = 0; x < state->w; x++) { + int v = state->tiles[state->w*y+x]; + sprintf(buf, "%*d", col, v); + memcpy(p, buf, col); + p += col; + if (x+1 == state->w) + *p++ = '\n'; + else + *p++ = ' '; + } + } + + assert(p - ret == maxlen); + *p = '\0'; + return ret; +} + +enum cursor_mode { unlocked, lock_tile, lock_position }; + +struct game_ui { + int cur_x, cur_y; + int cur_visible; + enum cursor_mode cur_mode; +}; + +static game_ui *new_ui(const game_state *state) +{ + game_ui *ui = snew(game_ui); + ui->cur_x = 0; + ui->cur_y = 0; + ui->cur_visible = FALSE; + ui->cur_mode = unlocked; + + return ui; +} + +static void free_ui(game_ui *ui) +{ + sfree(ui); +} + +static char *encode_ui(const game_ui *ui) +{ + return NULL; +} + +static void decode_ui(game_ui *ui, const char *encoding) +{ +} + +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) +{ +} + +struct game_drawstate { + int started; + int w, h, bgcolour; + int *tiles; + int tilesize; + int cur_x, cur_y; +}; + +static char *interpret_move(const game_state *state, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) +{ + int cx = -1, cy = -1, dx, dy; + char buf[80]; + int shift = button & MOD_SHFT, control = button & MOD_CTRL, + pad = button & MOD_NUM_KEYPAD; + + button &= ~MOD_MASK; + + if (IS_CURSOR_MOVE(button) || pad) { + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + + if (control || shift || ui->cur_mode) { + int x = ui->cur_x, y = ui->cur_y, xwrap = x, ywrap = y; + if (x < 0 || x >= state->w || y < 0 || y >= state->h) + return NULL; + move_cursor(button | pad, &x, &y, + state->w, state->h, FALSE); + move_cursor(button | pad, &xwrap, &ywrap, + state->w, state->h, TRUE); + + if (x != xwrap) { + sprintf(buf, "R%d,%c1", y, x ? '+' : '-'); + } else if (y != ywrap) { + sprintf(buf, "C%d,%c1", x, y ? '+' : '-'); + } else if (x == ui->cur_x) + sprintf(buf, "C%d,%d", x, y - ui->cur_y); + else + sprintf(buf, "R%d,%d", y, x - ui->cur_x); + + if (control || (!shift && ui->cur_mode == lock_tile)) { + ui->cur_x = xwrap; + ui->cur_y = ywrap; + } + + return dupstr(buf); + } else { + int x = ui->cur_x + 1, y = ui->cur_y + 1; + + move_cursor(button | pad, &x, &y, + state->w + 2, state->h + 2, FALSE); + + if (x == 0 && y == 0) { + int t = ui->cur_x; + ui->cur_x = ui->cur_y; + ui->cur_y = t; + } else if (x == 0 && y == state->h + 1) { + int t = ui->cur_x; + ui->cur_x = (state->h - 1) - ui->cur_y; + ui->cur_y = (state->h - 1) - t; + } else if (x == state->w + 1 && y == 0) { + int t = ui->cur_x; + ui->cur_x = (state->w - 1) - ui->cur_y; + ui->cur_y = (state->w - 1) - t; + } else if (x == state->w + 1 && y == state->h + 1) { + int t = ui->cur_x; + ui->cur_x = state->w - state->h + ui->cur_y; + ui->cur_y = state->h - state->w + t; + } else { + ui->cur_x = x - 1; + ui->cur_y = y - 1; + } + + ui->cur_visible = 1; + return ""; + } + } + + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { + cx = FROMCOORD(x); + cy = FROMCOORD(y); + ui->cur_visible = 0; + } else if (IS_CURSOR_SELECT(button)) { + if (ui->cur_visible) { + if (ui->cur_x == -1 || ui->cur_x == state->w || + ui->cur_y == -1 || ui->cur_y == state->h) { + cx = ui->cur_x; + cy = ui->cur_y; + } else { + const enum cursor_mode m = (button == CURSOR_SELECT2 ? + lock_position : lock_tile); + ui->cur_mode = (ui->cur_mode == m ? unlocked : m); + return ""; + } + } else { + ui->cur_visible = 1; + return ""; + } + } else { + return NULL; + } + + if (cx == -1 && cy >= 0 && cy < state->h) + dx = -1, dy = 0; + else if (cx == state->w && cy >= 0 && cy < state->h) + dx = +1, dy = 0; + else if (cy == -1 && cx >= 0 && cx < state->w) + dy = -1, dx = 0; + else if (cy == state->h && cx >= 0 && cx < state->w) + dy = +1, dx = 0; + else + return ""; /* invalid click location */ + + /* reverse direction if right hand button is pressed */ + if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) { + dx = -dx; + dy = -dy; + } + + if (dx) + sprintf(buf, "R%d,%d", cy, dx); + else + sprintf(buf, "C%d,%d", cx, dy); + return dupstr(buf); +} + +static game_state *execute_move(const game_state *from, const char *move) +{ + int cx, cy, dx, dy; + int tx, ty, n; + game_state *ret; + + if (!strcmp(move, "S")) { + int i; + + ret = dup_game(from); + + /* + * Simply replace the grid with a solved one. For this game, + * this isn't a useful operation for actually telling the user + * what they should have done, but it is useful for + * conveniently being able to get hold of a clean state from + * which to practise manoeuvres. + */ + for (i = 0; i < ret->n; i++) + ret->tiles[i] = i+1; + ret->used_solve = TRUE; + ret->completed = ret->movecount = 1; + + return ret; + } + + if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 && + cy >= 0 && cy < from->h) { + cx = dy = 0; + n = from->w; + } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 && + cx >= 0 && cx < from->w) { + cy = dx = 0; + n = from->h; + } else + return NULL; + + ret = dup_game(from); + + do { + tx = (cx - dx + from->w) % from->w; + ty = (cy - dy + from->h) % from->h; + ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; + cx = tx; + cy = ty; + } while (--n > 0); + + ret->movecount++; + + ret->last_movement_sense = dx+dy; + + /* + * See if the game has been completed. + */ + if (!ret->completed) { + ret->completed = ret->movecount; + for (n = 0; n < ret->n; n++) + if (ret->tiles[n] != n+1) + ret->completed = FALSE; + } + + return ret; +} + +/* ---------------------------------------------------------------------- + * Drawing routines. + */ + +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) +{ + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; + + *x = TILE_SIZE * params->w + 2 * BORDER; + *y = TILE_SIZE * params->h + 2 * BORDER; +} + +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) +{ + float *ret = snewn(3 * NCOLOURS, float); + int i; + + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); + + for (i = 0; i < 3; i++) + ret[COL_TEXT * 3 + i] = 0.0; + + *ncolours = NCOLOURS; + return ret; +} + +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) +{ + struct game_drawstate *ds = snew(struct game_drawstate); + int i; + + ds->started = FALSE; + ds->w = state->w; + ds->h = state->h; + ds->bgcolour = COL_BACKGROUND; + ds->tiles = snewn(ds->w*ds->h, int); + ds->tilesize = 0; /* haven't decided yet */ + for (i = 0; i < ds->w*ds->h; i++) + ds->tiles[i] = -1; + ds->cur_x = ds->cur_y = -1; + + return ds; +} + +static void game_free_drawstate(drawing *dr, game_drawstate *ds) +{ + sfree(ds->tiles); + sfree(ds); +} + +static void draw_tile(drawing *dr, game_drawstate *ds, + const game_state *state, int x, int y, + int tile, int flash_colour) +{ + if (tile == 0) { + draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, + flash_colour); + } else { + int coords[6]; + char str[40]; + + coords[0] = x + TILE_SIZE - 1; + coords[1] = y + TILE_SIZE - 1; + coords[2] = x + TILE_SIZE - 1; + coords[3] = y; + coords[4] = x; + coords[5] = y + TILE_SIZE - 1; + draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); + + coords[0] = x; + coords[1] = y; + draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); + + draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, + TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, + flash_colour); + + sprintf(str, "%d", tile); + draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2, + FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, + COL_TEXT, str); + } + draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); +} + +static void draw_arrow(drawing *dr, game_drawstate *ds, + int x, int y, int xdx, int xdy, int cur) +{ + int coords[14]; + int ydy = -xdx, ydx = xdy; + +#define POINT(n, xx, yy) ( \ + coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \ + coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy) + + POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */ + POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */ + POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */ + POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */ + POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */ + POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ + POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ + + draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT); +} + +static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds, + int cur_x, int cur_y, int cur) +{ + if (cur_x == -1 && cur_y == -1) + return; /* 'no cursur here */ + else if (cur_x == -1) /* LH column. */ + draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur); + else if (cur_x == ds->w) /* RH column */ + draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur); + else if (cur_y == -1) /* Top row */ + draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur); + else if (cur_y == ds->h) /* Bottom row */ + draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur); + else + return; + + draw_update(dr, COORD(cur_x), COORD(cur_y), + TILE_SIZE, TILE_SIZE); +} + +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, + float animtime, float flashtime) +{ + int i, bgcolour; + int cur_x = -1, cur_y = -1; + + if (flashtime > 0) { + int frame = (int)(flashtime / FLASH_FRAME); + bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); + } else + bgcolour = COL_BACKGROUND; + + if (!ds->started) { + int coords[10]; + + draw_rect(dr, 0, 0, + TILE_SIZE * state->w + 2 * BORDER, + TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); + draw_update(dr, 0, 0, + TILE_SIZE * state->w + 2 * BORDER, + TILE_SIZE * state->h + 2 * BORDER); + + /* + * Recessed area containing the whole puzzle. + */ + coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; + coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; + coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; + coords[3] = COORD(0) - HIGHLIGHT_WIDTH; + coords[4] = coords[2] - TILE_SIZE; + coords[5] = coords[3] + TILE_SIZE; + coords[8] = COORD(0) - HIGHLIGHT_WIDTH; + coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; + coords[6] = coords[8] + TILE_SIZE; + coords[7] = coords[9] - TILE_SIZE; + draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); + + coords[1] = COORD(0) - HIGHLIGHT_WIDTH; + coords[0] = COORD(0) - HIGHLIGHT_WIDTH; + draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); + + /* + * Arrows for making moves. + */ + for (i = 0; i < state->w; i++) { + draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0); + draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0); + } + for (i = 0; i < state->h; i++) { + draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0); + draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0); + } + + ds->started = TRUE; + } + /* + * Cursor (highlighted arrow around edge) + */ + if (ui->cur_visible) { + cur_x = ui->cur_x; cur_y = ui->cur_y; + } + + if (cur_x != ds->cur_x || cur_y != ds->cur_y) { + /* Cursor has changed; redraw two (prev and curr) arrows. */ + draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1); + draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0); + } + + /* + * Now draw each tile. + */ + + clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); + + for (i = 0; i < state->n; i++) { + int t, t0; + /* + * Figure out what should be displayed at this + * location. It's either a simple tile, or it's a + * transition between two tiles (in which case we say + * -1 because it must always be drawn). + */ + + if (oldstate && oldstate->tiles[i] != state->tiles[i]) + t = -1; + else + t = state->tiles[i]; + + t0 = t; + + if (ds->bgcolour != bgcolour || /* always redraw when flashing */ + ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1 || + ((ds->cur_x != cur_x || ds->cur_y != cur_y) && /* cursor moved */ + (TILE_CURSOR(i, state, ds->cur_x, ds->cur_y) || + TILE_CURSOR(i, state, cur_x, cur_y)))) { + int x, y, x2, y2; + + /* + * Figure out what to _actually_ draw, and where to + * draw it. + */ + if (t == -1) { + int x0, y0, x1, y1, dx, dy; + int j; + float c; + int sense; + + if (dir < 0) { + assert(oldstate); + sense = -oldstate->last_movement_sense; + } else { + sense = state->last_movement_sense; + } + + t = state->tiles[i]; + + /* + * FIXME: must be prepared to draw a double + * tile in some situations. + */ + + /* + * Find the coordinates of this tile in the old and + * new states. + */ + x1 = COORD(X(state, i)); + y1 = COORD(Y(state, i)); + for (j = 0; j < oldstate->n; j++) + if (oldstate->tiles[j] == state->tiles[i]) + break; + assert(j < oldstate->n); + x0 = COORD(X(state, j)); + y0 = COORD(Y(state, j)); + + dx = (x1 - x0); + if (dx != 0 && + dx != TILE_SIZE * sense) { + dx = (dx < 0 ? dx + TILE_SIZE * state->w : + dx - TILE_SIZE * state->w); + assert(abs(dx) == TILE_SIZE); + } + dy = (y1 - y0); + if (dy != 0 && + dy != TILE_SIZE * sense) { + dy = (dy < 0 ? dy + TILE_SIZE * state->h : + dy - TILE_SIZE * state->h); + assert(abs(dy) == TILE_SIZE); + } + + c = (animtime / ANIM_TIME); + if (c < 0.0F) c = 0.0F; + if (c > 1.0F) c = 1.0F; + + x = x0 + (int)(c * dx); + y = y0 + (int)(c * dy); + x2 = x1 - dx + (int)(c * dx); + y2 = y1 - dy + (int)(c * dy); + } else { + x = COORD(X(state, i)); + y = COORD(Y(state, i)); + x2 = y2 = -1; + } + + draw_tile(dr, ds, state, x, y, t, + (x2 == -1 && TILE_CURSOR(i, state, cur_x, cur_y)) ? + COL_LOWLIGHT : bgcolour); + + if (x2 != -1 || y2 != -1) + draw_tile(dr, ds, state, x2, y2, t, bgcolour); + } + ds->tiles[i] = t0; + } + + ds->cur_x = cur_x; + ds->cur_y = cur_y; + + unclip(dr); + + ds->bgcolour = bgcolour; + + /* + * Update the status bar. + */ + { + char statusbuf[256]; + + /* + * Don't show the new status until we're also showing the + * new _state_ - after the game animation is complete. + */ + if (oldstate) + state = oldstate; + + if (state->used_solve) + sprintf(statusbuf, "Moves since auto-solve: %d", + state->movecount - state->completed); + else { + sprintf(statusbuf, "%sMoves: %d", + (state->completed ? "COMPLETED! " : ""), + (state->completed ? state->completed : state->movecount)); + if (state->movetarget) + sprintf(statusbuf+strlen(statusbuf), " (target %d)", + state->movetarget); + } + + status_bar(dr, statusbuf); + } +} + +static float game_anim_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + return ANIM_TIME; +} + +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) +{ + if (!oldstate->completed && newstate->completed && + !oldstate->used_solve && !newstate->used_solve) + return 2 * FLASH_FRAME; + else + return 0.0F; +} + +static int game_status(const game_state *state) +{ + return state->completed ? +1 : 0; +} + +static int game_timing_state(const game_state *state, game_ui *ui) +{ + return TRUE; +} + +static void game_print_size(const game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, const game_state *state, int tilesize) +{ +} + +#ifdef COMBINED +#define thegame sixteen +#endif + +const struct game thegame = { + "Sixteen", "games.sixteen", "sixteen", + default_params, + game_fetch_preset, NULL, + decode_params, + encode_params, + free_params, + dup_params, + TRUE, game_configure, custom_params, + validate_params, + new_game_desc, + validate_desc, + new_game, + dup_game, + free_game, + TRUE, solve_game, + TRUE, game_can_format_as_text_now, game_text_format, + new_ui, + free_ui, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + PREFERRED_TILE_SIZE, game_compute_size, game_set_size, + game_colours, + game_new_drawstate, + game_free_drawstate, + game_redraw, + game_anim_length, + game_flash_length, + game_status, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ + FALSE, game_timing_state, + 0, /* flags */ +}; + +/* vim: set shiftwidth=4 tabstop=8: */ -- cgit v1.2.3