chiark / gitweb /
changelog: document last change
[sgt-puzzles.git] / sixteen.c
index 7217d10f7be0def2b628f78a0da745414f6950fb..edc97718672b51d502ab5ae9fb948b691532b740 100644 (file)
--- a/sixteen.c
+++ b/sixteen.c
@@ -8,26 +8,28 @@
 #include <stdlib.h>
 #include <string.h>
 #include <assert.h>
+#include <ctype.h>
 #include <math.h>
 
 #include "puzzles.h"
 
-const char *const game_name = "Sixteen";
-const int game_can_configure = TRUE;
-
-#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 )
 
-#define ANIM_TIME 0.1F
-#define FLASH_FRAME 0.1F
+#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,
@@ -38,26 +40,29 @@ enum {
 
 struct game_params {
     int w, h;
+    int movetarget;
 };
 
 struct game_state {
     int w, h, n;
     int *tiles;
     int completed;
-    int movecount;
+    int used_solve;                   /* used to suppress completion flash */
+    int movecount, movetarget;
     int last_movement_sense;
 };
 
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
     ret->w = ret->h = 4;
+    ret->movetarget = 0;
 
     return ret;
 }
 
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
 {
     game_params *ret;
     int w, h;
@@ -77,27 +82,60 @@ int game_fetch_preset(int i, char **name, game_params **params)
     *params = ret = snew(game_params);
     ret->w = w;
     ret->h = h;
+    ret->movetarget = 0;
     return TRUE;
 }
 
-void free_params(game_params *params)
+static void free_params(game_params *params)
 {
     sfree(params);
 }
 
-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 */
     return ret;
 }
 
-config_item *game_configure(game_params *params)
+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(3, config_item);
+    ret = snewn(4, config_item);
 
     ret[0].name = "Width";
     ret[0].type = C_STRING;
@@ -111,33 +149,40 @@ config_item *game_configure(game_params *params)
     ret[1].sval = dupstr(buf);
     ret[1].ival = 0;
 
-    ret[2].name = NULL;
-    ret[2].type = C_END;
-    ret[2].sval = NULL;
+    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;
 }
 
-game_params *custom_params(config_item *cfg)
+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;
 }
 
-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;
 }
 
-int perm_parity(int *perm, int n)
+static int perm_parity(int *perm, int n)
 {
     int i, j, ret;
 
@@ -151,7 +196,8 @@ int perm_parity(int *perm, int n)
     return ret;
 }
 
-char *new_game_seed(game_params *params)
+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;
@@ -162,80 +208,178 @@ char *new_game_seed(game_params *params)
     n = params->w * params->h;
 
     tiles = snewn(n, int);
-    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 ? rand_upto(i) : 0;
-        int j;
-
-        for (j = 0; j < n; j++)
-            if (!used[j] && (k-- == 0))
-                break;
 
-        assert(j < n && !used[j]);
-        used[j] = TRUE;
+    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;
+                }
 
-        while (tiles[x] >= 0)
-            x++;
-        assert(x < n);
-        tiles[x] = j;
-    }
+               /* 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);
 
-    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;
+    } else {
 
-        /*
-         * 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);
-        }
+       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 seed, by describing the tile array as
-     * a simple sequence of comma-separated integers.
+     * Now construct the game description, by describing the tile
+     * array as a simple sequence of comma-separated integers.
      */
     ret = NULL;
     retlen = 0;
@@ -252,23 +396,76 @@ char *new_game_seed(game_params *params)
     ret[retlen-1] = '\0';              /* delete last comma */
 
     sfree(tiles);
-    sfree(used);
 
     return ret;
 }
 
-game_state *new_game(game_params *params, char *seed)
+
+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;
-    char *p;
+    const char *p;
 
     state->w = params->w;
     state->h = params->h;
     state->n = params->w * params->h;
     state->tiles = snewn(state->n, int);
 
-    p = seed;
+    p = desc;
     i = 0;
     for (i = 0; i < state->n; i++) {
         assert(*p);
@@ -280,12 +477,14 @@ game_state *new_game(game_params *params, char *seed)
     assert(!*p);
 
     state->completed = state->movecount = 0;
+    state->movetarget = params->movetarget;
+    state->used_solve = FALSE;
     state->last_movement_sense = 0;
 
     return state;
 }
 
-game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -296,51 +495,286 @@ game_state *dup_game(game_state *state)
     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;
 }
 
-void free_game(game_state *state)
+static void free_game(game_state *state)
 {
+    sfree(state->tiles);
     sfree(state);
 }
 
-game_state *make_move(game_state *from, int x, int y, int button)
+static char *solve_game(const game_state *state, const game_state *currstate,
+                        const char *aux, char **error)
 {
-    int cx, cy;
-    int dx, dy, tx, ty, n;
-    game_state *ret;
+    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 */
 
-    if (button != LEFT_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;
+    /* 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
-        return NULL;                   /* invalid click location */
+       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 {
-        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.
@@ -359,50 +793,38 @@ game_state *make_move(game_state *from, int x, int y, int button)
  * Drawing routines.
  */
 
-struct game_drawstate {
-    int started;
-    int w, h, bgcolour;
-    int *tiles;
-};
-
-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;
 }
 
-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;
 }
 
-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;
@@ -412,23 +834,26 @@ game_drawstate *game_new_drawstate(game_state *state)
     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;
 }
 
-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];
@@ -440,27 +865,26 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
         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;
@@ -477,14 +901,36 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int 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);
 }
 
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, float animtime, float flashtime)
+static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
+                                  int cur_x, int cur_y, int cur)
 {
-    int i, pass, bgcolour;
+    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);
@@ -493,12 +939,12 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         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);
 
@@ -509,140 +955,154 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         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;
     }
-
     /*
-     * Now draw each tile. We do this in two passes to make
-     * animation easy.
+     * Cursor (highlighted arrow around edge)
      */
+    if (ui->cur_visible) {
+        cur_x = ui->cur_x; cur_y = ui->cur_y;
+    }
 
-    clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
+    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);
+    }
 
-    for (pass = 0; pass < 2; pass++) {
-        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).
-             */
+    /*
+     * Now draw each tile.
+     */
 
-            if (oldstate && oldstate->tiles[i] != state->tiles[i])
-                t = -1;
-            else
-                t = state->tiles[i];
-
-            t0 = t;
-
-            if (ds->bgcolour != bgcolour ||   /* always redraw when flashing */
-                ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
-                int x, y, x2, y2;
-
-                /*
-                 * Figure out what to _actually_ draw, and where to
-                 * draw it.
-                 */
-                if (t == -1) {
-                    int x0, y0, x1, y1, dx, dy;
-                    int j;
-
-                    /*
-                     * On the first pass, just blank the tile.
-                     */
-                    if (pass == 0) {
-                        x = COORD(X(state, i));
-                        y = COORD(Y(state, i));
-                        x2 = y2 = -1;
-                        t = 0;
-                    } else {
-                        float c;
-
-                        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 * state->last_movement_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 * state->last_movement_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 {
-                    if (pass == 0)
-                        continue;
-                    x = COORD(X(state, i));
-                    y = COORD(Y(state, i));
-                    x2 = y2 = -1;
-                }
+    clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
 
-                draw_tile(fe, state, x, y, t, bgcolour);
-                if (x2 != -1 || y2 != -1)
-                    draw_tile(fe, state, x2, y2, t, bgcolour);
-            }
-            ds->tiles[i] = t0;
-        }
+    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;
     }
 
-    unclip(fe);
+    ds->cur_x = cur_x;
+    ds->cur_y = cur_y;
+
+    unclip(dr);
 
     ds->bgcolour = bgcolour;
 
@@ -659,28 +1119,96 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         if (oldstate)
             state = oldstate;
 
-       sprintf(statusbuf, "%sMoves: %d",
-               (state->completed ? "COMPLETED! " : ""),
-               (state->completed ? state->completed : state->movecount));
-
-       status_bar(fe, statusbuf);
+       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);
     }
 }
 
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(const game_state *oldstate,
+                              const game_state *newstate, int dir, game_ui *ui)
 {
     return ANIM_TIME;
 }
 
-float game_flash_length(game_state *oldstate, game_state *newstate)
+static float game_flash_length(const game_state *oldstate,
+                               const game_state *newstate, int dir, game_ui *ui)
 {
-    if (!oldstate->completed && newstate->completed)
+    if (!oldstate->completed && newstate->completed &&
+       !oldstate->used_solve && !newstate->used_solve)
         return 2 * FLASH_FRAME;
     else
         return 0.0F;
 }
 
-int game_wants_statusbar(void)
+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: */