2 * sixteen.c: `16-puzzle', a sliding-tiles jigsaw which differs
3 * from the 15-puzzle in that you toroidally rotate a row or column
16 #define PREFERRED_TILE_SIZE 48
17 #define TILE_SIZE (ds->tilesize)
18 #define BORDER TILE_SIZE
19 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
20 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
21 #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 )
23 #define ANIM_TIME 0.13F
24 #define FLASH_FRAME 0.13F
26 #define X(state, i) ( (i) % (state)->w )
27 #define Y(state, i) ( (i) / (state)->w )
28 #define C(state, x, y) ( (y) * (state)->w + (x) )
30 #define TILE_CURSOR(i, state, x, y) ((i) == C((state), (x), (y)) && \
31 0 <= (x) && (x) < (state)->w && \
32 0 <= (y) && (y) < (state)->h)
50 int used_solve; /* used to suppress completion flash */
51 int movecount, movetarget;
52 int last_movement_sense;
55 static game_params *default_params(void)
57 game_params *ret = snew(game_params);
65 static int game_fetch_preset(int i, char **name, game_params **params)
72 case 0: w = 3, h = 3; break;
73 case 1: w = 4, h = 3; break;
74 case 2: w = 4, h = 4; break;
75 case 3: w = 5, h = 4; break;
76 case 4: w = 5, h = 5; break;
77 default: return FALSE;
80 sprintf(buf, "%dx%d", w, h);
82 *params = ret = snew(game_params);
89 static void free_params(game_params *params)
94 static game_params *dup_params(const game_params *params)
96 game_params *ret = snew(game_params);
97 *ret = *params; /* structure copy */
101 static void decode_params(game_params *ret, char const *string)
103 ret->w = ret->h = atoi(string);
105 while (*string && isdigit((unsigned char)*string)) string++;
106 if (*string == 'x') {
108 ret->h = atoi(string);
109 while (*string && isdigit((unsigned char)*string))
112 if (*string == 'm') {
114 ret->movetarget = atoi(string);
115 while (*string && isdigit((unsigned char)*string))
120 static char *encode_params(const game_params *params, int full)
124 sprintf(data, "%dx%d", params->w, params->h);
125 /* Shuffle limit is part of the limited parameters, because we have to
126 * supply the target move count. */
127 if (params->movetarget)
128 sprintf(data + strlen(data), "m%d", params->movetarget);
133 static config_item *game_configure(const game_params *params)
138 ret = snewn(4, config_item);
140 ret[0].name = "Width";
141 ret[0].type = C_STRING;
142 sprintf(buf, "%d", params->w);
143 ret[0].sval = dupstr(buf);
146 ret[1].name = "Height";
147 ret[1].type = C_STRING;
148 sprintf(buf, "%d", params->h);
149 ret[1].sval = dupstr(buf);
152 ret[2].name = "Number of shuffling moves";
153 ret[2].type = C_STRING;
154 sprintf(buf, "%d", params->movetarget);
155 ret[2].sval = dupstr(buf);
166 static game_params *custom_params(const config_item *cfg)
168 game_params *ret = snew(game_params);
170 ret->w = atoi(cfg[0].sval);
171 ret->h = atoi(cfg[1].sval);
172 ret->movetarget = atoi(cfg[2].sval);
177 static char *validate_params(const game_params *params, int full)
179 if (params->w < 2 || params->h < 2)
180 return "Width and height must both be at least two";
185 static int perm_parity(int *perm, int n)
191 for (i = 0; i < n-1; i++)
192 for (j = i+1; j < n; j++)
193 if (perm[i] > perm[j])
199 static char *new_game_desc(const game_params *params, random_state *rs,
200 char **aux, int interactive)
208 n = params->w * params->h;
210 tiles = snewn(n, int);
212 if (params->movetarget) {
214 int max = (params->w > params->h ? params->w : params->h);
215 int *prevmoves = snewn(max, int);
218 * Shuffle the old-fashioned way, by making a series of
219 * single moves on the grid.
222 for (i = 0; i < n; i++)
225 for (i = 0; i < params->movetarget; i++) {
226 int start, offset, len, direction, index;
230 * Choose a move to make. We can choose from any row
234 j = random_upto(rs, params->w + params->h);
244 index = j - params->w;
245 start = index * params->w;
250 direction = -1 + 2 * random_upto(rs, 2);
253 * To at least _try_ to avoid boring cases, check
254 * that this move doesn't directly undo a previous
255 * one, or repeat it so many times as to turn it
256 * into fewer moves in the opposite direction. (For
257 * example, in a row of length 4, we're allowed to
258 * move it the same way twice, but not three
261 * We track this for each individual row/column,
262 * and clear all the counters as soon as a
263 * perpendicular move is made. This isn't perfect
264 * (it _can't_ guaranteeably be perfect - there
265 * will always come a move count beyond which a
266 * shorter solution will be possible than the one
267 * which constructed the position) but it should
268 * sort out all the obvious cases.
270 if (offset == prevoffset) {
271 tmp = prevmoves[index] + direction;
272 if (abs(2*tmp) > len || abs(tmp) < abs(prevmoves[index]))
276 /* If we didn't `continue', we've found an OK move to make. */
277 if (offset != prevoffset) {
279 for (i = 0; i < max; i++)
283 prevmoves[index] += direction;
291 start += (len-1) * offset;
295 for (j = 0; j+1 < len; j++)
296 tiles[start + j*offset] = tiles[start + (j+1)*offset];
297 tiles[start + (len-1) * offset] = tmp;
304 used = snewn(n, int);
306 for (i = 0; i < n; i++) {
312 * If both dimensions are odd, there is a parity
315 if (params->w & params->h & 1)
321 * Place everything except (possibly) the last two tiles.
323 for (x = 0, i = n; i > stop; i--) {
324 int k = i > 1 ? random_upto(rs, i) : 0;
327 for (j = 0; j < n; j++)
328 if (!used[j] && (k-- == 0))
331 assert(j < n && !used[j]);
334 while (tiles[x] >= 0)
342 * Find the last two locations, and the last two
345 while (tiles[x] >= 0)
350 while (tiles[x] >= 0)
355 for (i = 0; i < n; i++)
359 for (i = p1+1; i < n; i++)
365 * Try the last two tiles one way round. If that fails,
370 if (perm_parity(tiles, n) != 0) {
373 assert(perm_parity(tiles, n) == 0);
381 * Now construct the game description, by describing the tile
382 * array as a simple sequence of comma-separated integers.
386 for (i = 0; i < n; i++) {
390 k = sprintf(buf, "%d,", tiles[i]+1);
392 ret = sresize(ret, retlen + k + 1, char);
393 strcpy(ret + retlen, buf);
396 ret[retlen-1] = '\0'; /* delete last comma */
404 static char *validate_desc(const game_params *params, const char *desc)
411 area = params->w * params->h;
415 used = snewn(area, int);
416 for (i = 0; i < area; i++)
419 for (i = 0; i < area; i++) {
423 if (*p < '0' || *p > '9') {
424 err = "Not enough numbers in string";
427 while (*p >= '0' && *p <= '9')
429 if (i < area-1 && *p != ',') {
430 err = "Expected comma after number";
433 else if (i == area-1 && *p) {
434 err = "Excess junk at end of string";
438 if (n < 1 || n > area) {
439 err = "Number out of range";
443 err = "Number used twice";
448 if (*p) p++; /* eat comma */
456 static game_state *new_game(midend *me, const game_params *params,
459 game_state *state = snew(game_state);
463 state->w = params->w;
464 state->h = params->h;
465 state->n = params->w * params->h;
466 state->tiles = snewn(state->n, int);
470 for (i = 0; i < state->n; i++) {
472 state->tiles[i] = atoi(p);
473 while (*p && *p != ',')
475 if (*p) p++; /* eat comma */
479 state->completed = state->movecount = 0;
480 state->movetarget = params->movetarget;
481 state->used_solve = FALSE;
482 state->last_movement_sense = 0;
487 static game_state *dup_game(const game_state *state)
489 game_state *ret = snew(game_state);
494 ret->tiles = snewn(state->w * state->h, int);
495 memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int));
496 ret->completed = state->completed;
497 ret->movecount = state->movecount;
498 ret->movetarget = state->movetarget;
499 ret->used_solve = state->used_solve;
500 ret->last_movement_sense = state->last_movement_sense;
505 static void free_game(game_state *state)
511 static char *solve_game(const game_state *state, const game_state *currstate,
512 const char *aux, char **error)
517 static int game_can_format_as_text_now(const game_params *params)
522 static char *game_text_format(const game_state *state)
524 char *ret, *p, buf[80];
525 int x, y, col, maxlen;
528 * First work out how many characters we need to display each
531 col = sprintf(buf, "%d", state->n);
534 * Now we know the exact total size of the grid we're going to
535 * produce: it's got h rows, each containing w lots of col, w-1
536 * spaces and a trailing newline.
538 maxlen = state->h * state->w * (col+1);
540 ret = snewn(maxlen+1, char);
543 for (y = 0; y < state->h; y++) {
544 for (x = 0; x < state->w; x++) {
545 int v = state->tiles[state->w*y+x];
546 sprintf(buf, "%*d", col, v);
556 assert(p - ret == maxlen);
561 enum cursor_mode { unlocked, lock_tile, lock_position };
566 enum cursor_mode cur_mode;
569 static game_ui *new_ui(const game_state *state)
571 game_ui *ui = snew(game_ui);
574 ui->cur_visible = FALSE;
575 ui->cur_mode = unlocked;
580 static void free_ui(game_ui *ui)
585 static char *encode_ui(const game_ui *ui)
590 static void decode_ui(game_ui *ui, const char *encoding)
594 static void game_changed_state(game_ui *ui, const game_state *oldstate,
595 const game_state *newstate)
599 struct game_drawstate {
607 static char *interpret_move(const game_state *state, game_ui *ui,
608 const game_drawstate *ds,
609 int x, int y, int button)
611 int cx = -1, cy = -1, dx, dy;
613 int shift = button & MOD_SHFT, control = button & MOD_CTRL,
614 pad = button & MOD_NUM_KEYPAD;
618 if (IS_CURSOR_MOVE(button) || pad) {
619 if (!ui->cur_visible) {
624 if (control || shift || ui->cur_mode) {
625 int x = ui->cur_x, y = ui->cur_y, xwrap = x, ywrap = y;
626 if (x < 0 || x >= state->w || y < 0 || y >= state->h)
628 move_cursor(button | pad, &x, &y,
629 state->w, state->h, FALSE);
630 move_cursor(button | pad, &xwrap, &ywrap,
631 state->w, state->h, TRUE);
634 sprintf(buf, "R%d,%c1", y, x ? '+' : '-');
635 } else if (y != ywrap) {
636 sprintf(buf, "C%d,%c1", x, y ? '+' : '-');
637 } else if (x == ui->cur_x)
638 sprintf(buf, "C%d,%d", x, y - ui->cur_y);
640 sprintf(buf, "R%d,%d", y, x - ui->cur_x);
642 if (control || (!shift && ui->cur_mode == lock_tile)) {
649 int x = ui->cur_x + 1, y = ui->cur_y + 1;
651 move_cursor(button | pad, &x, &y,
652 state->w + 2, state->h + 2, FALSE);
654 if (x == 0 && y == 0) {
656 ui->cur_x = ui->cur_y;
658 } else if (x == 0 && y == state->h + 1) {
660 ui->cur_x = (state->h - 1) - ui->cur_y;
661 ui->cur_y = (state->h - 1) - t;
662 } else if (x == state->w + 1 && y == 0) {
664 ui->cur_x = (state->w - 1) - ui->cur_y;
665 ui->cur_y = (state->w - 1) - t;
666 } else if (x == state->w + 1 && y == state->h + 1) {
668 ui->cur_x = state->w - state->h + ui->cur_y;
669 ui->cur_y = state->h - state->w + t;
680 if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
684 } else if (IS_CURSOR_SELECT(button)) {
685 if (ui->cur_visible) {
686 if (ui->cur_x == -1 || ui->cur_x == state->w ||
687 ui->cur_y == -1 || ui->cur_y == state->h) {
691 const enum cursor_mode m = (button == CURSOR_SELECT2 ?
692 lock_position : lock_tile);
693 ui->cur_mode = (ui->cur_mode == m ? unlocked : m);
704 if (cx == -1 && cy >= 0 && cy < state->h)
706 else if (cx == state->w && cy >= 0 && cy < state->h)
708 else if (cy == -1 && cx >= 0 && cx < state->w)
710 else if (cy == state->h && cx >= 0 && cx < state->w)
713 return ""; /* invalid click location */
715 /* reverse direction if right hand button is pressed */
716 if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) {
722 sprintf(buf, "R%d,%d", cy, dx);
724 sprintf(buf, "C%d,%d", cx, dy);
728 static game_state *execute_move(const game_state *from, const char *move)
734 if (!strcmp(move, "S")) {
737 ret = dup_game(from);
740 * Simply replace the grid with a solved one. For this game,
741 * this isn't a useful operation for actually telling the user
742 * what they should have done, but it is useful for
743 * conveniently being able to get hold of a clean state from
744 * which to practise manoeuvres.
746 for (i = 0; i < ret->n; i++)
748 ret->used_solve = TRUE;
749 ret->completed = ret->movecount = 1;
754 if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 &&
755 cy >= 0 && cy < from->h) {
758 } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 &&
759 cx >= 0 && cx < from->w) {
765 ret = dup_game(from);
768 tx = (cx - dx + from->w) % from->w;
769 ty = (cy - dy + from->h) % from->h;
770 ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)];
777 ret->last_movement_sense = dx+dy;
780 * See if the game has been completed.
782 if (!ret->completed) {
783 ret->completed = ret->movecount;
784 for (n = 0; n < ret->n; n++)
785 if (ret->tiles[n] != n+1)
786 ret->completed = FALSE;
792 /* ----------------------------------------------------------------------
796 static void game_compute_size(const game_params *params, int tilesize,
799 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
800 struct { int tilesize; } ads, *ds = &ads;
801 ads.tilesize = tilesize;
803 *x = TILE_SIZE * params->w + 2 * BORDER;
804 *y = TILE_SIZE * params->h + 2 * BORDER;
807 static void game_set_size(drawing *dr, game_drawstate *ds,
808 const game_params *params, int tilesize)
810 ds->tilesize = tilesize;
813 static float *game_colours(frontend *fe, int *ncolours)
815 float *ret = snewn(3 * NCOLOURS, float);
818 game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
820 for (i = 0; i < 3; i++)
821 ret[COL_TEXT * 3 + i] = 0.0;
823 *ncolours = NCOLOURS;
827 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
829 struct game_drawstate *ds = snew(struct game_drawstate);
835 ds->bgcolour = COL_BACKGROUND;
836 ds->tiles = snewn(ds->w*ds->h, int);
837 ds->tilesize = 0; /* haven't decided yet */
838 for (i = 0; i < ds->w*ds->h; i++)
840 ds->cur_x = ds->cur_y = -1;
845 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
851 static void draw_tile(drawing *dr, game_drawstate *ds,
852 const game_state *state, int x, int y,
853 int tile, int flash_colour)
856 draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
862 coords[0] = x + TILE_SIZE - 1;
863 coords[1] = y + TILE_SIZE - 1;
864 coords[2] = x + TILE_SIZE - 1;
867 coords[5] = y + TILE_SIZE - 1;
868 draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
872 draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
874 draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
875 TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
878 sprintf(str, "%d", tile);
879 draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2,
880 FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
883 draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
886 static void draw_arrow(drawing *dr, game_drawstate *ds,
887 int x, int y, int xdx, int xdy, int cur)
890 int ydy = -xdx, ydx = xdy;
892 #define POINT(n, xx, yy) ( \
893 coords[2*(n)+0] = x + (xx)*xdx + (yy)*ydx, \
894 coords[2*(n)+1] = y + (xx)*xdy + (yy)*ydy)
896 POINT(0, TILE_SIZE / 2, 3 * TILE_SIZE / 4); /* top of arrow */
897 POINT(1, 3 * TILE_SIZE / 4, TILE_SIZE / 2); /* right corner */
898 POINT(2, 5 * TILE_SIZE / 8, TILE_SIZE / 2); /* right concave */
899 POINT(3, 5 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom right */
900 POINT(4, 3 * TILE_SIZE / 8, TILE_SIZE / 4); /* bottom left */
901 POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
902 POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
904 draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT);
907 static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
908 int cur_x, int cur_y, int cur)
910 if (cur_x == -1 && cur_y == -1)
911 return; /* 'no cursur here */
912 else if (cur_x == -1) /* LH column. */
913 draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur);
914 else if (cur_x == ds->w) /* RH column */
915 draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur);
916 else if (cur_y == -1) /* Top row */
917 draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur);
918 else if (cur_y == ds->h) /* Bottom row */
919 draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur);
923 draw_update(dr, COORD(cur_x), COORD(cur_y),
924 TILE_SIZE, TILE_SIZE);
927 static void game_redraw(drawing *dr, game_drawstate *ds,
928 const game_state *oldstate, const game_state *state,
929 int dir, const game_ui *ui,
930 float animtime, float flashtime)
933 int cur_x = -1, cur_y = -1;
936 int frame = (int)(flashtime / FLASH_FRAME);
937 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
939 bgcolour = COL_BACKGROUND;
945 TILE_SIZE * state->w + 2 * BORDER,
946 TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
947 draw_update(dr, 0, 0,
948 TILE_SIZE * state->w + 2 * BORDER,
949 TILE_SIZE * state->h + 2 * BORDER);
952 * Recessed area containing the whole puzzle.
954 coords[0] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
955 coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
956 coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
957 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
958 coords[4] = coords[2] - TILE_SIZE;
959 coords[5] = coords[3] + TILE_SIZE;
960 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
961 coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
962 coords[6] = coords[8] + TILE_SIZE;
963 coords[7] = coords[9] - TILE_SIZE;
964 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
966 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
967 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
968 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
971 * Arrows for making moves.
973 for (i = 0; i < state->w; i++) {
974 draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0);
975 draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0);
977 for (i = 0; i < state->h; i++) {
978 draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0);
979 draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0);
985 * Cursor (highlighted arrow around edge)
987 if (ui->cur_visible) {
988 cur_x = ui->cur_x; cur_y = ui->cur_y;
991 if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
992 /* Cursor has changed; redraw two (prev and curr) arrows. */
993 draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
994 draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
998 * Now draw each tile.
1001 clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
1003 for (i = 0; i < state->n; i++) {
1006 * Figure out what should be displayed at this
1007 * location. It's either a simple tile, or it's a
1008 * transition between two tiles (in which case we say
1009 * -1 because it must always be drawn).
1012 if (oldstate && oldstate->tiles[i] != state->tiles[i])
1015 t = state->tiles[i];
1019 if (ds->bgcolour != bgcolour || /* always redraw when flashing */
1020 ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1 ||
1021 ((ds->cur_x != cur_x || ds->cur_y != cur_y) && /* cursor moved */
1022 (TILE_CURSOR(i, state, ds->cur_x, ds->cur_y) ||
1023 TILE_CURSOR(i, state, cur_x, cur_y)))) {
1027 * Figure out what to _actually_ draw, and where to
1031 int x0, y0, x1, y1, dx, dy;
1038 sense = -oldstate->last_movement_sense;
1040 sense = state->last_movement_sense;
1043 t = state->tiles[i];
1046 * FIXME: must be prepared to draw a double
1047 * tile in some situations.
1051 * Find the coordinates of this tile in the old and
1054 x1 = COORD(X(state, i));
1055 y1 = COORD(Y(state, i));
1056 for (j = 0; j < oldstate->n; j++)
1057 if (oldstate->tiles[j] == state->tiles[i])
1059 assert(j < oldstate->n);
1060 x0 = COORD(X(state, j));
1061 y0 = COORD(Y(state, j));
1065 dx != TILE_SIZE * sense) {
1066 dx = (dx < 0 ? dx + TILE_SIZE * state->w :
1067 dx - TILE_SIZE * state->w);
1068 assert(abs(dx) == TILE_SIZE);
1072 dy != TILE_SIZE * sense) {
1073 dy = (dy < 0 ? dy + TILE_SIZE * state->h :
1074 dy - TILE_SIZE * state->h);
1075 assert(abs(dy) == TILE_SIZE);
1078 c = (animtime / ANIM_TIME);
1079 if (c < 0.0F) c = 0.0F;
1080 if (c > 1.0F) c = 1.0F;
1082 x = x0 + (int)(c * dx);
1083 y = y0 + (int)(c * dy);
1084 x2 = x1 - dx + (int)(c * dx);
1085 y2 = y1 - dy + (int)(c * dy);
1087 x = COORD(X(state, i));
1088 y = COORD(Y(state, i));
1092 draw_tile(dr, ds, state, x, y, t,
1093 (x2 == -1 && TILE_CURSOR(i, state, cur_x, cur_y)) ?
1094 COL_LOWLIGHT : bgcolour);
1096 if (x2 != -1 || y2 != -1)
1097 draw_tile(dr, ds, state, x2, y2, t, bgcolour);
1107 ds->bgcolour = bgcolour;
1110 * Update the status bar.
1113 char statusbuf[256];
1116 * Don't show the new status until we're also showing the
1117 * new _state_ - after the game animation is complete.
1122 if (state->used_solve)
1123 sprintf(statusbuf, "Moves since auto-solve: %d",
1124 state->movecount - state->completed);
1126 sprintf(statusbuf, "%sMoves: %d",
1127 (state->completed ? "COMPLETED! " : ""),
1128 (state->completed ? state->completed : state->movecount));
1129 if (state->movetarget)
1130 sprintf(statusbuf+strlen(statusbuf), " (target %d)",
1134 status_bar(dr, statusbuf);
1138 static float game_anim_length(const game_state *oldstate,
1139 const game_state *newstate, int dir, game_ui *ui)
1144 static float game_flash_length(const game_state *oldstate,
1145 const game_state *newstate, int dir, game_ui *ui)
1147 if (!oldstate->completed && newstate->completed &&
1148 !oldstate->used_solve && !newstate->used_solve)
1149 return 2 * FLASH_FRAME;
1154 static int game_status(const game_state *state)
1156 return state->completed ? +1 : 0;
1159 static int game_timing_state(const game_state *state, game_ui *ui)
1164 static void game_print_size(const game_params *params, float *x, float *y)
1168 static void game_print(drawing *dr, const game_state *state, int tilesize)
1173 #define thegame sixteen
1176 const struct game thegame = {
1177 "Sixteen", "games.sixteen", "sixteen",
1179 game_fetch_preset, NULL,
1184 TRUE, game_configure, custom_params,
1192 TRUE, game_can_format_as_text_now, game_text_format,
1200 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1203 game_free_drawstate,
1208 FALSE, FALSE, game_print_size, game_print,
1209 TRUE, /* wants_statusbar */
1210 FALSE, game_timing_state,
1214 /* vim: set shiftwidth=4 tabstop=8: */