#include "puzzles.h"
-#define TILE_SIZE 48
-#define BORDER TILE_SIZE /* big border to fill with arrows */
+#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 )
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;
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
{
ret->w = ret->h = atoi(string);
ret->movetarget = 0;
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char data[256];
return dupstr(data);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
- if (params->w < 2 && params->h < 2)
+ if (params->w < 2 || params->h < 2)
return "Width and height must both be at least two";
return NULL;
return ret;
}
-static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+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;
tiles = snewn(n, int);
if (params->movetarget) {
- int prevstart = -1, prevoffset = -1, prevdirection = 0, nrepeats = 0;
+ 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
tiles[i] = i;
for (i = 0; i < params->movetarget; i++) {
- int start, offset, len, direction;
+ int start, offset, len, direction, index;
int j, tmp;
/*
if (j < params->w) {
/* Column. */
+ index = j;
start = j;
offset = params->w;
len = params->h;
} else {
/* Row. */
- start = (j - params->w) * params->w;
+ 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 the previous one, or
- * repeat it so many times as to turn it into fewer
- * moves.
+ * 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 (start == prevstart && offset == prevoffset) {
- if (direction == -prevdirection)
- continue; /* inverse of previous move */
- else if (2 * (nrepeats+1) > len)
- continue; /* previous move repeated too often */
- }
+ 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;
}
/*
- * Now save the move into the `prev' variables.
- */
- if (start == prevstart && offset == prevoffset) {
- nrepeats++;
- } else {
- prevstart = start;
- prevoffset = offset;
- prevdirection = direction;
- nrepeats = 1;
- }
-
- /*
- * And make it.
+ * Make the move.
*/
if (direction < 0) {
start += (len-1) * offset;
tiles[start + (len-1) * offset] = tmp;
}
+ sfree(prevmoves);
+
} else {
used = snewn(n, int);
return ret;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
- char *p, *err;
+ const char *p;
+ char *err;
int i, area;
int *used;
used[i] = FALSE;
for (i = 0; i < area; i++) {
- char *q = p;
+ const char *q = p;
int n;
if (*p < '0' || *p > '9') {
return err;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
game_state *state = snew(game_state);
int i;
- char *p;
+ const char *p;
state->w = params->w;
state->h = params->h;
state->completed = state->movecount = 0;
state->movetarget = params->movetarget;
- state->used_solve = state->just_used_solve = FALSE;
+ state->used_solve = FALSE;
state->last_movement_sense = 0;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
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 game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
- game_state *ret = dup_game(state);
- int i;
-
- /*
- * 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 dupstr("S");
+}
- return ret;
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
char *ret, *p, buf[80];
int x, y, col, maxlen;
return ret;
}
-static game_ui *new_ui(game_state *state)
+struct game_ui {
+ int cur_x, cur_y;
+ int cur_visible;
+};
+
+static game_ui *new_ui(const game_state *state)
{
- return NULL;
+ game_ui *ui = snew(game_ui);
+ ui->cur_x = 0;
+ ui->cur_y = -1;
+ ui->cur_visible = FALSE;
+
+ return ui;
}
static void free_ui(game_ui *ui)
{
+ sfree(ui);
}
-static game_state *make_move(game_state *from, game_ui *ui,
- int x, int y, int button)
+static char *encode_ui(const game_ui *ui)
{
- int cx, cy;
- int dx, dy, tx, ty, n;
- game_state *ret;
+ 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];
button &= ~MOD_MASK;
- if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
- return NULL;
-
- cx = FROMCOORD(x);
- cy = FROMCOORD(y);
- if (cx == -1 && cy >= 0 && cy < from->h)
- n = from->w, dx = +1, dy = 0;
- else if (cx == from->w && cy >= 0 && cy < from->h)
- n = from->w, dx = -1, dy = 0;
- else if (cy == -1 && cx >= 0 && cx < from->w)
- n = from->h, dy = +1, dx = 0;
- else if (cy == from->h && cx >= 0 && cx < from->w)
- n = from->h, dy = -1, dx = 0;
+
+ if (IS_CURSOR_MOVE(button)) {
+ /* right/down rotates cursor clockwise,
+ * left/up rotates anticlockwise. */
+ int cpos, diff;
+ cpos = c2pos(state->w, state->h, ui->cur_x, ui->cur_y);
+ diff = c2diff(state->w, state->h, ui->cur_x, ui->cur_y, button);
+
+ cpos += diff;
+ pos2c(state->w, state->h, cpos, &ui->cur_x, &ui->cur_y);
+
+ 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) {
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ } 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 NULL; /* invalid click location */
+ return ""; /* invalid click location */
/* reverse direction if right hand button is pressed */
- if (button == RIGHT_BUTTON)
- {
- dx = -dx; if (dx) cx = from->w - 1 - cx;
- dy = -dy; if (dy) cy = from->h - 1 - cy;
+ 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);
- ret->just_used_solve = FALSE; /* zero this in a hurry */
do {
- cx += dx;
- cy += dy;
- tx = (cx + dx + from->w) % from->w;
- ty = (cy + dy + from->h) % from->h;
+ 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);
+ ret->last_movement_sense = dx+dy;
/*
* See if the game has been completed.
* Drawing routines.
*/
-struct game_drawstate {
- int started;
- int w, h, bgcolour;
- int *tiles;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+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 float *game_colours(frontend *fe, game_state *state, int *ncolours)
+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;
- float max;
- frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
- /*
- * Drop the background colour so that the highlight is
- * noticeably brighter than it while still being under 1.
- */
- max = ret[COL_BACKGROUND*3];
- for (i = 1; i < 3; i++)
- if (ret[COL_BACKGROUND*3+i] > max)
- max = ret[COL_BACKGROUND*3+i];
- if (max * 1.2F > 1.0F) {
- for (i = 0; i < 3; i++)
- ret[COL_BACKGROUND*3+i] /= (max * 1.2F);
- }
-
- for (i = 0; i < 3; i++) {
- ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F;
- ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F;
+ for (i = 0; i < 3; i++)
ret[COL_TEXT * 3 + i] = 0.0;
- }
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
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(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
+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(fe, x, y, TILE_SIZE, TILE_SIZE,
+ draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE,
flash_colour);
} else {
int coords[6];
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+ draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
- draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ 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(fe, x + TILE_SIZE/2, y + TILE_SIZE/2,
+ 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(fe, x, y, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, x, y, TILE_SIZE, TILE_SIZE);
}
-static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
+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;
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
+ 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
+ assert(!"Invalid cursor position");
+
+ draw_update(dr, COORD(cur_x), COORD(cur_y),
+ TILE_SIZE, TILE_SIZE);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+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 = COL_BACKGROUND;
if (!ds->started) {
- int coords[6];
+ int coords[10];
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
- coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
- coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
- draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+ coords[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(fe, coords, 3, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+ draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
- draw_arrow(fe, COORD(i), COORD(0), +1, 0);
- draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0);
+ 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(fe, COORD(state->w), COORD(i), 0, +1);
- draw_arrow(fe, COORD(0), COORD(i+1), 0, -1);
+ 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);
+ ds->cur_x = cur_x; ds->cur_y = cur_y;
+ }
/*
* Now draw each tile.
*/
- clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
+ clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
for (i = 0; i < state->n; i++) {
int t, t0;
x2 = y2 = -1;
}
- draw_tile(fe, state, x, y, t, bgcolour);
+ draw_tile(dr, ds, state, x, y, t, bgcolour);
if (x2 != -1 || y2 != -1)
- draw_tile(fe, state, x2, y2, t, bgcolour);
+ draw_tile(dr, ds, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
- unclip(fe);
+ unclip(dr);
ds->bgcolour = bgcolour;
state->movetarget);
}
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
-static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const 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;
+ return ANIM_TIME;
}
-static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir, game_ui *ui)
+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 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state)
+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", "games.sixteen", "sixteen",
default_params,
game_fetch_preset,
decode_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
free_game,
TRUE, solve_game,
- TRUE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
- make_move,
- game_size,
+ 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_wants_statusbar,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
+ 0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */